am_map.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          //
          // $Log:$
          //
          // DESCRIPTION: the automap code
          //
          //-----------------------------------------------------------------------------
          
          static const char rcsid[] = "$Id: am_map.c,  v 1.4 1997/02/03 21:24:33 b1 Exp $";
          
          #include <stdio.h>
          
          
          #include "z_zone.h"
          #include "doomdef.h"
          #include "st_stuff.h"
          #include "p_local.h"
          #include "w_wad.h"
          
          #include "m_cheat.h"
          #include "i_system.h"
          
          // Needs access to LFB.
          #include "v_video.h"
          
          // State.
          #include "doomstat.h"
          #include "r_state.h"
          
          // Data.
          #include "dstrings.h"
          
          #include "am_map.h"
          
          
          // For use if I do walls with outsides/insides
          #define REDS (  256-5*16 )
          #define REDRANGE 16
          #define BLUES (  256-4*16+8 )
          #define BLUERANGE 8
          #define GREENS (  7*16 )
          #define GREENRANGE 16
          #define GRAYS (  6*16 )
          #define GRAYSRANGE 16
          #define BROWNS (  4*16 )
          #define BROWNRANGE 16
          #define YELLOWS (  256-32+7 )
          #define YELLOWRANGE 1
          #define BLACK 0
          #define WHITE (  256-47 )
          
          // Automap colors
          #define BACKGROUND BLACK
          #define YOURCOLORS WHITE
          #define YOURRANGE 0
          #define WALLCOLORS REDS
          #define WALLRANGE REDRANGE
          #define TSWALLCOLORS GRAYS
          #define TSWALLRANGE GRAYSRANGE
          #define FDWALLCOLORS BROWNS
          #define FDWALLRANGE BROWNRANGE
          #define CDWALLCOLORS YELLOWS
          #define CDWALLRANGE YELLOWRANGE
          #define THINGCOLORS GREENS
          #define THINGRANGE GREENRANGE
          #define SECRETWALLCOLORS WALLCOLORS
          #define SECRETWALLRANGE WALLRANGE
          #define GRIDCOLORS (  GRAYS + GRAYSRANGE/2 )
          #define GRIDRANGE 0
          #define XHAIRCOLORS GRAYS
          
          // drawing stuff
          #define FB 0
          
          #define AM_PANDOWNKEY KEY_DOWNARROW
          #define AM_PANUPKEY KEY_UPARROW
          #define AM_PANRIGHTKEY KEY_RIGHTARROW
          #define AM_PANLEFTKEY KEY_LEFTARROW
          #define AM_ZOOMINKEY '='
          #define AM_ZOOMOUTKEY '-'
          #define AM_STARTKEY KEY_TAB
          #define AM_ENDKEY KEY_TAB
          #define AM_GOBIGKEY '0'
          #define AM_FOLLOWKEY 'f'
          #define AM_GRIDKEY 'g'
          #define AM_MARKKEY 'm'
          #define AM_CLEARMARKKEY 'c'
          
          #define AM_NUMMARKPOINTS 10
          
          // scale on entry
          #define INITSCALEMTOF (  .2*FRACUNIT )
          // how much the automap moves window per tic in frame-buffer coordinates
          // moves 140 pixels in 1 second
          #define F_PANINC 4
          // how much zoom-in per tic
          // goes to 2x in 1 second
          #define M_ZOOMIN (  (  int ) (  1.02*FRACUNIT ) )
          // how much zoom-out per tic
          // pulls out to 0.5x in 1 second
          #define M_ZOOMOUT (  (  int ) (  FRACUNIT/1.02 ) )
          
          // translates between frame-buffer and map distances
          #define FTOM(  x ) FixedMul(  (  (  x )<<16 ),  scale_ftom )
          #define MTOF(  x ) (  FixedMul(  (  x ),  scale_mtof )>>16 )
          // translates between frame-buffer and map coordinates
          #define CXMTOF(  x ) (  f_x + MTOF(  (  x )-m_x ) )
          #define CYMTOF(  y ) (  f_y + (  f_h - MTOF(  (  y )-m_y ) ) )
          
          // the following is crap
          #define LINE_NEVERSEE ML_DONTDRAW
          
          typedef struct
          {
           int x,   y;
          } fpoint_t;
          
          typedef struct
          {
           fpoint_t a,   b;
          } fline_t;
          
          typedef struct
          {
           fixed_t x,  y;
          } mpoint_t;
          
          typedef struct
          {
           mpoint_t a,   b;
          } mline_t;
          
          typedef struct
          {
           fixed_t slp,   islp;
          } islope_t;
          
          
          
          //
          // The vector graphics for the automap.
          // A line drawing of the player pointing right,  
          // starting from the middle.
          //
          #define R (  (  8*PLAYERRADIUS )/7 )
          mline_t player_arrow[] = {
           { { -R+R/8,   0 },   { R,   0 } },   // -----
           { { R,   0 },   { R-R/2,   R/4 } },   // ----->
           { { R,   0 },   { R-R/2,   -R/4 } },  
           { { -R+R/8,   0 },   { -R-R/8,   R/4 } },   // >---->
           { { -R+R/8,   0 },   { -R-R/8,   -R/4 } },  
           { { -R+3*R/8,   0 },   { -R+R/8,   R/4 } },   // >>--->
           { { -R+3*R/8,   0 },   { -R+R/8,   -R/4 } }
          };
          #undef R
          #define NUMPLYRLINES (  sizeof(  player_arrow )/sizeof(  mline_t ) )
          
          #define R (  (  8*PLAYERRADIUS )/7 )
          mline_t cheat_player_arrow[] = {
           { { -R+R/8,   0 },   { R,   0 } },   // -----
           { { R,   0 },   { R-R/2,   R/6 } },   // ----->
           { { R,   0 },   { R-R/2,   -R/6 } },  
           { { -R+R/8,   0 },   { -R-R/8,   R/6 } },   // >----->
           { { -R+R/8,   0 },   { -R-R/8,   -R/6 } },  
           { { -R+3*R/8,   0 },   { -R+R/8,   R/6 } },   // >>----->
           { { -R+3*R/8,   0 },   { -R+R/8,   -R/6 } },  
           { { -R/2,   0 },   { -R/2,   -R/6 } },   // >>-d--->
           { { -R/2,   -R/6 },   { -R/2+R/6,   -R/6 } },  
           { { -R/2+R/6,   -R/6 },   { -R/2+R/6,   R/4 } },  
           { { -R/6,   0 },   { -R/6,   -R/6 } },   // >>-dd-->
           { { -R/6,   -R/6 },   { 0,   -R/6 } },  
           { { 0,   -R/6 },   { 0,   R/4 } },  
           { { R/6,   R/4 },   { R/6,   -R/7 } },   // >>-ddt->
           { { R/6,   -R/7 },   { R/6+R/32,   -R/7-R/32 } },  
           { { R/6+R/32,   -R/7-R/32 },   { R/6+R/10,   -R/7 } }
          };
          #undef R
          #define NUMCHEATPLYRLINES (  sizeof(  cheat_player_arrow )/sizeof(  mline_t ) )
          
          #define R (  FRACUNIT )
          mline_t triangle_guy[] = {
           { { -.867*R,   -.5*R },   { .867*R,   -.5*R } },  
           { { .867*R,   -.5*R } ,   { 0,   R } },  
           { { 0,   R },   { -.867*R,   -.5*R } }
          };
          #undef R
          #define NUMTRIANGLEGUYLINES (  sizeof(  triangle_guy )/sizeof(  mline_t ) )
          
          #define R (  FRACUNIT )
          mline_t thintriangle_guy[] = {
           { { -.5*R,   -.7*R },   { R,   0 } },  
           { { R,   0 },   { -.5*R,   .7*R } },  
           { { -.5*R,   .7*R },   { -.5*R,   -.7*R } }
          };
          #undef R
          #define NUMTHINTRIANGLEGUYLINES (  sizeof(  thintriangle_guy )/sizeof(  mline_t ) )
          
          
          
          
          static int cheating = 0;
          static int grid = 0;
          
          static int leveljuststarted = 1; // kluge until AM_LevelInit(   ) is called
          
          boolean automapactive = false;
          static int finit_width = SCREENWIDTH;
          static int finit_height = SCREENHEIGHT - 32;
          
          // location of window on screen
          static int f_x;
          static int f_y;
          
          // size of window on screen
          static int f_w;
          static int f_h;
          
          static int lightlev; // used for funky strobing effect
          static byte* fb; // pseudo-frame buffer
          static int amclock;
          
          static mpoint_t m_paninc; // how far the window pans each tic (  map coords )
          static fixed_t mtof_zoommul; // how far the window zooms in each tic (  map coords )
          static fixed_t ftom_zoommul; // how far the window zooms in each tic (  fb coords )
          
          static fixed_t m_x,   m_y; // LL x,  y where the window is on the map (  map coords )
          static fixed_t m_x2,   m_y2; // UR x,  y where the window is on the map (  map coords )
          
          //
          // width/height of window on map (  map coords )
          //
          static fixed_t m_w;
          static fixed_t m_h;
          
          // based on level size
          static fixed_t min_x;
          static fixed_t min_y;
          static fixed_t max_x;
          static fixed_t max_y;
          
          static fixed_t max_w; // max_x-min_x,  
          static fixed_t max_h; // max_y-min_y
          
          // based on player size
          static fixed_t min_w;
          static fixed_t min_h;
          
          
          static fixed_t min_scale_mtof; // used to tell when to stop zooming out
          static fixed_t max_scale_mtof; // used to tell when to stop zooming in
          
          // old stuff for recovery later
          static fixed_t old_m_w,   old_m_h;
          static fixed_t old_m_x,   old_m_y;
          
          // old location used by the Follower routine
          static mpoint_t f_oldloc;
          
          // used by MTOF to scale from map-to-frame-buffer coords
          static fixed_t scale_mtof = INITSCALEMTOF;
          // used by FTOM to scale from frame-buffer-to-map coords (  =1/scale_mtof )
          static fixed_t scale_ftom;
          
          static player_t *plr; // the player represented by an arrow
          
          static patch_t *marknums[10]; // numbers used for marking by the automap
          static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
          static int markpointnum = 0; // next point to be assigned
          
          static int followplayer = 1; // specifies whether to follow the player around
          
          static unsigned char cheat_amap_seq[] = { 0xb2,   0x26,   0x26,   0x2e,   0xff };
          static cheatseq_t cheat_amap = { cheat_amap_seq,   0 };
          
          static boolean stopped = true;
          
          extern boolean viewactive;
          //extern byte screens[][SCREENWIDTH*SCREENHEIGHT];
          
          
          
          void
     298  V_MarkRect
          (   int x,  
           int y,  
           int width,  
           int height  );
          
          // Calculates the slope and slope according to the x-axis of a line
          // segment in map coordinates (  with the upright y-axis n' all ) so
          // that it can be used with the brain-dead drawing stuff.
          
          void
     309  AM_getIslope
          (   mline_t* ml,  
           islope_t* is  )
          {
           int dx,   dy;
          
           dy = ml->a.y - ml->b.y;
           dx = ml->b.x - ml->a.x;
           if (  !dy ) is->islp = (  dx<0?-MAXINT:MAXINT );
           else is->islp = FixedDiv(  dx,   dy );
           if (  !dx ) is->slp = (  dy<0?-MAXINT:MAXINT );
           else is->slp = FixedDiv(  dy,   dx );
          
          }
          
          //
          //
          //
     327  void AM_activateNewScale(  void )
          {
           m_x += m_w/2;
           m_y += m_h/2;
           m_w = FTOM(  f_w );
           m_h = FTOM(  f_h );
           m_x -= m_w/2;
           m_y -= m_h/2;
           m_x2 = m_x + m_w;
           m_y2 = m_y + m_h;
          }
          
          //
          //
          //
     342  void AM_saveScaleAndLoc(  void )
          {
           old_m_x = m_x;
           old_m_y = m_y;
           old_m_w = m_w;
           old_m_h = m_h;
          }
          
          //
          //
          //
     353  void AM_restoreScaleAndLoc(  void )
          {
          
           m_w = old_m_w;
           m_h = old_m_h;
           if (  !followplayer )
           {
           m_x = old_m_x;
           m_y = old_m_y;
           } else {
           m_x = plr->mo->x - m_w/2;
           m_y = plr->mo->y - m_h/2;
           }
           m_x2 = m_x + m_w;
           m_y2 = m_y + m_h;
          
           // Change the scaling multipliers
           scale_mtof = FixedDiv(  f_w<<FRACBITS,   m_w );
           scale_ftom = FixedDiv(  FRACUNIT,   scale_mtof );
          }
          
          //
          // adds a marker at the current location
          //
     377  void AM_addMark(  void )
          {
           markpoints[markpointnum].x = m_x + m_w/2;
           markpoints[markpointnum].y = m_y + m_h/2;
           markpointnum = (  markpointnum + 1 ) % AM_NUMMARKPOINTS;
          
          }
          
          //
          // Determines bounding box of all vertices,  
          // sets global variables controlling zoom range.
          //
     389  void AM_findMinMaxBoundaries(  void )
          {
           int i;
           fixed_t a;
           fixed_t b;
          
           min_x = min_y = MAXINT;
           max_x = max_y = -MAXINT;
          
           for (  i=0;i<numvertexes;i++ )
           {
           if (  vertexes[i].x < min_x )
           min_x = vertexes[i].x;
           else if (  vertexes[i].x > max_x )
           max_x = vertexes[i].x;
          
           if (  vertexes[i].y < min_y )
           min_y = vertexes[i].y;
           else if (  vertexes[i].y > max_y )
           max_y = vertexes[i].y;
           }
          
           max_w = max_x - min_x;
           max_h = max_y - min_y;
          
           min_w = 2*PLAYERRADIUS; // const? never changed?
           min_h = 2*PLAYERRADIUS;
          
           a = FixedDiv(  f_w<<FRACBITS,   max_w );
           b = FixedDiv(  f_h<<FRACBITS,   max_h );
          
           min_scale_mtof = a < b ? a : b;
           max_scale_mtof = FixedDiv(  f_h<<FRACBITS,   2*PLAYERRADIUS );
          
          }
          
          
          //
          //
          //
     429  void AM_changeWindowLoc(  void )
          {
           if (  m_paninc.x || m_paninc.y )
           {
           followplayer = 0;
           f_oldloc.x = MAXINT;
           }
          
           m_x += m_paninc.x;
           m_y += m_paninc.y;
          
           if (  m_x + m_w/2 > max_x )
           m_x = max_x - m_w/2;
           else if (  m_x + m_w/2 < min_x )
           m_x = min_x - m_w/2;
          
           if (  m_y + m_h/2 > max_y )
           m_y = max_y - m_h/2;
           else if (  m_y + m_h/2 < min_y )
           m_y = min_y - m_h/2;
          
           m_x2 = m_x + m_w;
           m_y2 = m_y + m_h;
          }
          
          
          //
          //
          //
     458  void AM_initVariables(  void )
          {
           int pnum;
           static event_t st_notify = { ev_keyup,   AM_MSGENTERED };
          
           automapactive = true;
           fb = screens[0];
          
           f_oldloc.x = MAXINT;
           amclock = 0;
           lightlev = 0;
          
           m_paninc.x = m_paninc.y = 0;
           ftom_zoommul = FRACUNIT;
           mtof_zoommul = FRACUNIT;
          
           m_w = FTOM(  f_w );
           m_h = FTOM(  f_h );
          
           // find player to center on initially
           if (  !playeringame[pnum = consoleplayer] )
           for (  pnum=0;pnum<MAXPLAYERS;pnum++ )
           if (  playeringame[pnum] )
           break;
          
           plr = &players[pnum];
           m_x = plr->mo->x - m_w/2;
           m_y = plr->mo->y - m_h/2;
           AM_changeWindowLoc(   );
          
           // for saving & restoring
           old_m_x = m_x;
           old_m_y = m_y;
           old_m_w = m_w;
           old_m_h = m_h;
          
           // inform the status bar of the change
           ST_Responder(  &st_notify );
          
          }
          
          //
          //
          //
     502  void AM_loadPics(  void )
          {
           int i;
           char namebuf[9];
          
           for (  i=0;i<10;i++ )
           {
           sprintf(  namebuf,   "AMMNUM%d",   i );
           marknums[i] = W_CacheLumpName(  namebuf,   PU_STATIC );
           }
          
          }
          
     515  void AM_unloadPics(  void )
          {
           int i;
          
           for (  i=0;i<10;i++ )
           Z_ChangeTag(  marknums[i],   PU_CACHE );
          
          }
          
     524  void AM_clearMarks(  void )
          {
           int i;
          
           for (  i=0;i<AM_NUMMARKPOINTS;i++ )
           markpoints[i].x = -1; // means empty
           markpointnum = 0;
          }
          
          //
          // should be called at the start of every level
          // right now,   i figure it out myself
          //
     537  void AM_LevelInit(  void )
          {
           leveljuststarted = 0;
          
           f_x = f_y = 0;
           f_w = finit_width;
           f_h = finit_height;
          
           AM_clearMarks(   );
          
           AM_findMinMaxBoundaries(   );
           scale_mtof = FixedDiv(  min_scale_mtof,   (  int ) (  0.7*FRACUNIT ) );
           if (  scale_mtof > max_scale_mtof )
           scale_mtof = min_scale_mtof;
           scale_ftom = FixedDiv(  FRACUNIT,   scale_mtof );
          }
          
          
          
          
          //
          //
          //
     560  void AM_Stop (  void )
          {
           static event_t st_notify = { 0,   ev_keyup,   AM_MSGEXITED };
          
           AM_unloadPics(   );
           automapactive = false;
           ST_Responder(  &st_notify );
           stopped = true;
          }
          
          //
          //
          //
     573  void AM_Start (  void )
          {
           static int lastlevel = -1,   lastepisode = -1;
          
           if (  !stopped ) AM_Stop(   );
           stopped = false;
           if (  lastlevel != gamemap || lastepisode != gameepisode )
           {
           AM_LevelInit(   );
           lastlevel = gamemap;
           lastepisode = gameepisode;
           }
           AM_initVariables(   );
           AM_loadPics(   );
          }
          
          //
          // set the window scale to the maximum size
          //
     592  void AM_minOutWindowScale(  void )
          {
           scale_mtof = min_scale_mtof;
           scale_ftom = FixedDiv(  FRACUNIT,   scale_mtof );
           AM_activateNewScale(   );
          }
          
          //
          // set the window scale to the minimum size
          //
     602  void AM_maxOutWindowScale(  void )
          {
           scale_mtof = max_scale_mtof;
           scale_ftom = FixedDiv(  FRACUNIT,   scale_mtof );
           AM_activateNewScale(   );
          }
          
          
          //
          // Handle events (  user inputs ) in automap mode
          //
          boolean
     614  AM_Responder
          (   event_t* ev  )
          {
          
           int rc;
           static int cheatstate=0;
           static int bigstate=0;
           static char buffer[20];
          
           rc = false;
          
           if (  !automapactive )
           {
           if (  ev->type == ev_keydown && ev->data1 == AM_STARTKEY )
           {
           AM_Start (   );
           viewactive = false;
           rc = true;
           }
           }
          
           else if (  ev->type == ev_keydown )
           {
          
           rc = true;
           switch(  ev->data1 )
           {
           case AM_PANRIGHTKEY: // pan right
           if (  !followplayer ) m_paninc.x = FTOM(  F_PANINC );
           else rc = false;
           break;
           case AM_PANLEFTKEY: // pan left
           if (  !followplayer ) m_paninc.x = -FTOM(  F_PANINC );
           else rc = false;
           break;
           case AM_PANUPKEY: // pan up
           if (  !followplayer ) m_paninc.y = FTOM(  F_PANINC );
           else rc = false;
           break;
           case AM_PANDOWNKEY: // pan down
           if (  !followplayer ) m_paninc.y = -FTOM(  F_PANINC );
           else rc = false;
           break;
           case AM_ZOOMOUTKEY: // zoom out
           mtof_zoommul = M_ZOOMOUT;
           ftom_zoommul = M_ZOOMIN;
           break;
           case AM_ZOOMINKEY: // zoom in
           mtof_zoommul = M_ZOOMIN;
           ftom_zoommul = M_ZOOMOUT;
           break;
           case AM_ENDKEY:
           bigstate = 0;
           viewactive = true;
           AM_Stop (   );
           break;
           case AM_GOBIGKEY:
           bigstate = !bigstate;
           if (  bigstate )
           {
           AM_saveScaleAndLoc(   );
           AM_minOutWindowScale(   );
           }
           else AM_restoreScaleAndLoc(   );
           break;
           case AM_FOLLOWKEY:
           followplayer = !followplayer;
           f_oldloc.x = MAXINT;
           plr->message = followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF;
           break;
           case AM_GRIDKEY:
           grid = !grid;
           plr->message = grid ? AMSTR_GRIDON : AMSTR_GRIDOFF;
           break;
           case AM_MARKKEY:
           sprintf(  buffer,   "%s %d",   AMSTR_MARKEDSPOT,   markpointnum );
           plr->message = buffer;
           AM_addMark(   );
           break;
           case AM_CLEARMARKKEY:
           AM_clearMarks(   );
           plr->message = AMSTR_MARKSCLEARED;
           break;
           default:
           cheatstate=0;
           rc = false;
           }
           if (  !deathmatch && cht_CheckCheat(  &cheat_amap,   ev->data1 ) )
           {
           rc = false;
           cheating = (  cheating+1 ) % 3;
           }
           }
          
           else if (  ev->type == ev_keyup )
           {
           rc = false;
           switch (  ev->data1 )
           {
           case AM_PANRIGHTKEY:
           if (  !followplayer ) m_paninc.x = 0;
           break;
           case AM_PANLEFTKEY:
           if (  !followplayer ) m_paninc.x = 0;
           break;
           case AM_PANUPKEY:
           if (  !followplayer ) m_paninc.y = 0;
           break;
           case AM_PANDOWNKEY:
           if (  !followplayer ) m_paninc.y = 0;
           break;
           case AM_ZOOMOUTKEY:
           case AM_ZOOMINKEY:
           mtof_zoommul = FRACUNIT;
           ftom_zoommul = FRACUNIT;
           break;
           }
           }
          
           return rc;
          
          }
          
          
          //
          // Zooming
          //
     741  void AM_changeWindowScale(  void )
          {
          
           // Change the scaling multipliers
           scale_mtof = FixedMul(  scale_mtof,   mtof_zoommul );
           scale_ftom = FixedDiv(  FRACUNIT,   scale_mtof );
          
           if (  scale_mtof < min_scale_mtof )
           AM_minOutWindowScale(   );
           else if (  scale_mtof > max_scale_mtof )
           AM_maxOutWindowScale(   );
           else
           AM_activateNewScale(   );
          }
          
          
          //
          //
          //
     760  void AM_doFollowPlayer(  void )
          {
          
           if (  f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y )
           {
           m_x = FTOM(  MTOF(  plr->mo->x ) ) - m_w/2;
           m_y = FTOM(  MTOF(  plr->mo->y ) ) - m_h/2;
           m_x2 = m_x + m_w;
           m_y2 = m_y + m_h;
           f_oldloc.x = plr->mo->x;
           f_oldloc.y = plr->mo->y;
          
           // m_x = FTOM(  MTOF(  plr->mo->x - m_w/2 ) );
           // m_y = FTOM(  MTOF(  plr->mo->y - m_h/2 ) );
           // m_x = plr->mo->x - m_w/2;
           // m_y = plr->mo->y - m_h/2;
          
           }
          
          }
          
          //
          //
          //
     784  void AM_updateLightLev(  void )
          {
           static nexttic = 0;
           //static int litelevels[] = { 0,   3,   5,   6,   6,   7,   7,   7 };
           static int litelevels[] = { 0,   4,   7,   10,   12,   14,   15,   15 };
           static int litelevelscnt = 0;
          
           // Change light level
           if (  amclock>nexttic )
           {
           lightlev = litelevels[litelevelscnt++];
           if (  litelevelscnt == sizeof(  litelevels )/sizeof(  int ) ) litelevelscnt = 0;
           nexttic = amclock + 6 - (  amclock % 6 );
           }
          
          }
          
          
          //
          // Updates on Game Tick
          //
     805  void AM_Ticker (  void )
          {
          
           if (  !automapactive )
           return;
          
           amclock++;
          
           if (  followplayer )
           AM_doFollowPlayer(   );
          
           // Change the zoom if necessary
           if (  ftom_zoommul != FRACUNIT )
           AM_changeWindowScale(   );
          
           // Change x,  y location
           if (  m_paninc.x || m_paninc.y )
           AM_changeWindowLoc(   );
          
           // Update light level
           // AM_updateLightLev(   );
          
          }
          
          
          //
          // Clear automap frame buffer.
          //
     833  void AM_clearFB(  int color )
          {
           memset(  fb,   color,   f_w*f_h );
          }
          
          
          //
          // Automap clipping of lines.
          //
          // Based on Cohen-Sutherland clipping algorithm but with a slightly
          // faster reject and precalculated slopes. If the speed is needed,  
          // use a hash algorithm to handle the common cases.
          //
          boolean
     847  AM_clipMline
          (   mline_t* ml,  
           fline_t* fl  )
          {
           enum
           {
           LEFT =1,  
           RIGHT =2,  
           BOTTOM =4,  
           TOP =8
           };
          
           register outcode1 = 0;
           register outcode2 = 0;
           register outside;
          
           fpoint_t tmp;
           int dx;
           int dy;
          
          
          #define DOOUTCODE(  oc,   mx,   my ) \
           (  oc ) = 0; \
           if (  (  my ) < 0 ) (  oc ) |= TOP; \
           else if (  (  my ) >= f_h ) (  oc ) |= BOTTOM; \
           if (  (  mx ) < 0 ) (  oc ) |= LEFT; \
           else if (  (  mx ) >= f_w ) (  oc ) |= RIGHT;
          
          
           // do trivial rejects and outcodes
           if (  ml->a.y > m_y2 )
           outcode1 = TOP;
           else if (  ml->a.y < m_y )
           outcode1 = BOTTOM;
          
           if (  ml->b.y > m_y2 )
           outcode2 = TOP;
           else if (  ml->b.y < m_y )
           outcode2 = BOTTOM;
          
           if (  outcode1 & outcode2 )
           return false; // trivially outside
          
           if (  ml->a.x < m_x )
           outcode1 |= LEFT;
           else if (  ml->a.x > m_x2 )
           outcode1 |= RIGHT;
          
           if (  ml->b.x < m_x )
           outcode2 |= LEFT;
           else if (  ml->b.x > m_x2 )
           outcode2 |= RIGHT;
          
           if (  outcode1 & outcode2 )
           return false; // trivially outside
          
           // transform to frame-buffer coordinates.
           fl->a.x = CXMTOF(  ml->a.x );
           fl->a.y = CYMTOF(  ml->a.y );
           fl->b.x = CXMTOF(  ml->b.x );
           fl->b.y = CYMTOF(  ml->b.y );
          
           DOOUTCODE(  outcode1,   fl->a.x,   fl->a.y );
           DOOUTCODE(  outcode2,   fl->b.x,   fl->b.y );
          
           if (  outcode1 & outcode2 )
           return false;
          
           while (  outcode1 | outcode2 )
           {
           // may be partially inside box
           // find an outside point
           if (  outcode1 )
           outside = outcode1;
           else
           outside = outcode2;
          
           // clip to each side
           if (  outside & TOP )
           {
           dy = fl->a.y - fl->b.y;
           dx = fl->b.x - fl->a.x;
           tmp.x = fl->a.x + (  dx*(  fl->a.y ) )/dy;
           tmp.y = 0;
           }
           else if (  outside & BOTTOM )
           {
           dy = fl->a.y - fl->b.y;
           dx = fl->b.x - fl->a.x;
           tmp.x = fl->a.x + (  dx*(  fl->a.y-f_h ) )/dy;
           tmp.y = f_h-1;
           }
           else if (  outside & RIGHT )
           {
           dy = fl->b.y - fl->a.y;
           dx = fl->b.x - fl->a.x;
           tmp.y = fl->a.y + (  dy*(  f_w-1 - fl->a.x ) )/dx;
           tmp.x = f_w-1;
           }
           else if (  outside & LEFT )
           {
           dy = fl->b.y - fl->a.y;
           dx = fl->b.x - fl->a.x;
           tmp.y = fl->a.y + (  dy*(  -fl->a.x ) )/dx;
           tmp.x = 0;
           }
          
           if (  outside == outcode1 )
           {
           fl->a = tmp;
           DOOUTCODE(  outcode1,   fl->a.x,   fl->a.y );
           }
           else
           {
           fl->b = tmp;
           DOOUTCODE(  outcode2,   fl->b.x,   fl->b.y );
           }
          
           if (  outcode1 & outcode2 )
           return false; // trivially outside
           }
          
           return true;
          }
          #undef DOOUTCODE
          
     973  
          //
          // Classic Bresenham w/ whatever optimizations needed for speed
          //
          void
          AM_drawFline
          (   fline_t* fl,  
           int color  )
          {
           register int x;
           register int y;
           register int dx;
           register int dy;
           register int sx;
           register int sy;
           register int ax;
           register int ay;
           register int d;
          
           static fuck = 0;
          
           // For debugging only
           if (   fl->a.x < 0 || fl->a.x >= f_w
           || fl->a.y < 0 || fl->a.y >= f_h
           || fl->b.x < 0 || fl->b.x >= f_w
           || fl->b.y < 0 || fl->b.y >= f_h )
           {
           fprintf(  stderr,   "fuck %d \r",   fuck++ );
           return;
           }
          
          #define PUTDOT(  xx,  yy,  cc ) fb[(  yy )*f_w+(  xx )]=(  cc )
          
           dx = fl->b.x - fl->a.x;
           ax = 2 * (  dx<0 ? -dx : dx );
           sx = dx<0 ? -1 : 1;
          
           dy = fl->b.y - fl->a.y;
           ay = 2 * (  dy<0 ? -dy : dy );
           sy = dy<0 ? -1 : 1;
          
           x = fl->a.x;
           y = fl->a.y;
          
           if (  ax > ay )
           {
           d = ay - ax/2;
           while (  1 )
           {
           PUTDOT(  x,  y,  color );
           if (  x == fl->b.x ) return;
           if (  d>=0 )
           {
           y += sy;
           d -= ax;
           }
           x += sx;
           d += ay;
           }
           }
           else
           {
           d = ax - ay/2;
           while (  1 )
           {
           PUTDOT(  x,   y,   color );
           if (  y == fl->b.y ) return;
           if (  d >= 0 )
           {
           x += sx;
           d -= ay;
           }
           y += sy;
           d += ax;
           }
           }
          }
          
    1051  
          //
          // Clip lines,   draw visible part sof lines.
          //
          void
          AM_drawMline
          (   mline_t* ml,  
           int color  )
          {
           static fline_t fl;
          
           if (  AM_clipMline(  ml,   &fl ) )
           AM_drawFline(  &fl,   color ); // draws it on frame buffer using fb coords
          }
          
    1066  
          
          //
          // Draws flat (  floor/ceiling tile ) aligned grid lines.
          //
          void AM_drawGrid(  int color )
          {
           fixed_t x,   y;
           fixed_t start,   end;
           mline_t ml;
          
           // Figure out start of vertical gridlines
           start = m_x;
           if (  (  start-bmaporgx )%(  MAPBLOCKUNITS<<FRACBITS ) )
           start += (  MAPBLOCKUNITS<<FRACBITS )
           - (  (  start-bmaporgx )%(  MAPBLOCKUNITS<<FRACBITS ) );
           end = m_x + m_w;
          
           // draw vertical gridlines
           ml.a.y = m_y;
           ml.b.y = m_y+m_h;
           for (  x=start; x<end; x+=(  MAPBLOCKUNITS<<FRACBITS ) )
           {
           ml.a.x = x;
           ml.b.x = x;
           AM_drawMline(  &ml,   color );
           }
          
           // Figure out start of horizontal gridlines
           start = m_y;
           if (  (  start-bmaporgy )%(  MAPBLOCKUNITS<<FRACBITS ) )
           start += (  MAPBLOCKUNITS<<FRACBITS )
           - (  (  start-bmaporgy )%(  MAPBLOCKUNITS<<FRACBITS ) );
           end = m_y + m_h;
          
           // draw horizontal gridlines
           ml.a.x = m_x;
           ml.b.x = m_x + m_w;
           for (  y=start; y<end; y+=(  MAPBLOCKUNITS<<FRACBITS ) )
           {
           ml.a.y = y;
           ml.b.y = y;
           AM_drawMline(  &ml,   color );
           }
          
          }
    1112  
          //
          // Determines visible lines,   draws them.
          // This is LineDef based,   not LineSeg based.
          //
          void AM_drawWalls(  void )
          {
           int i;
           static mline_t l;
          
           for (  i=0;i<numlines;i++ )
           {
           l.a.x = lines[i].v1->x;
           l.a.y = lines[i].v1->y;
           l.b.x = lines[i].v2->x;
           l.b.y = lines[i].v2->y;
           if (  cheating || (  lines[i].flags & ML_MAPPED ) )
           {
           if (  (  lines[i].flags & LINE_NEVERSEE ) && !cheating )
           continue;
           if (  !lines[i].backsector )
           {
           AM_drawMline(  &l,   WALLCOLORS+lightlev );
           }
           else
           {
           if (  lines[i].special == 39 )
           { // teleporters
           AM_drawMline(  &l,   WALLCOLORS+WALLRANGE/2 );
           }
           else if (  lines[i].flags & ML_SECRET ) // secret door
           {
           if (  cheating ) AM_drawMline(  &l,   SECRETWALLCOLORS + lightlev );
           else AM_drawMline(  &l,   WALLCOLORS+lightlev );
           }
           else if (  lines[i].backsector->floorheight
           != lines[i].frontsector->floorheight ) {
           AM_drawMline(  &l,   FDWALLCOLORS + lightlev ); // floor level change
           }
           else if (  lines[i].backsector->ceilingheight
           != lines[i].frontsector->ceilingheight ) {
           AM_drawMline(  &l,   CDWALLCOLORS+lightlev ); // ceiling level change
           }
           else if (  cheating ) {
           AM_drawMline(  &l,   TSWALLCOLORS+lightlev );
           }
           }
           }
           else if (  plr->powers[pw_allmap] )
           {
           if (  !(  lines[i].flags & LINE_NEVERSEE ) ) AM_drawMline(  &l,   GRAYS+3 );
           }
           }
          }
          
          
    1168  //
          // Rotation in 2D.
          // Used to rotate player arrow line character.
          //
          void
          AM_rotate
          (   fixed_t* x,  
           fixed_t* y,  
           angle_t a  )
          {
           fixed_t tmpx;
          
           tmpx =
           FixedMul(  *x,  finecosine[a>>ANGLETOFINESHIFT] )
           - FixedMul(  *y,  finesine[a>>ANGLETOFINESHIFT] );
          
           *y =
           FixedMul(  *x,  finesine[a>>ANGLETOFINESHIFT] )
           + FixedMul(  *y,  finecosine[a>>ANGLETOFINESHIFT] );
    1187  
           *x = tmpx;
          }
          
          void
          AM_drawLineCharacter
          (   mline_t* lineguy,  
           int lineguylines,  
           fixed_t scale,  
           angle_t angle,  
           int color,  
           fixed_t x,  
           fixed_t y  )
          {
           int i;
           mline_t l;
          
           for (  i=0;i<lineguylines;i++ )
           {
           l.a.x = lineguy[i].a.x;
           l.a.y = lineguy[i].a.y;
          
           if (  scale )
           {
           l.a.x = FixedMul(  scale,   l.a.x );
           l.a.y = FixedMul(  scale,   l.a.y );
           }
          
           if (  angle )
           AM_rotate(  &l.a.x,   &l.a.y,   angle );
          
           l.a.x += x;
           l.a.y += y;
          
           l.b.x = lineguy[i].b.x;
           l.b.y = lineguy[i].b.y;
          
           if (  scale )
           {
           l.b.x = FixedMul(  scale,   l.b.x );
           l.b.y = FixedMul(  scale,   l.b.y );
           }
          
           if (  angle )
           AM_rotate(  &l.b.x,   &l.b.y,   angle );
          
           l.b.x += x;
           l.b.y += y;
    1235  
           AM_drawMline(  &l,   color );
           }
          }
          
          void AM_drawPlayers(  void )
          {
           int i;
           player_t* p;
           static int their_colors[] = { GREENS,   GRAYS,   BROWNS,   REDS };
           int their_color = -1;
           int color;
          
           if (  !netgame )
           {
           if (  cheating )
           AM_drawLineCharacter
           (  cheat_player_arrow,   NUMCHEATPLYRLINES,   0,  
           plr->mo->angle,   WHITE,   plr->mo->x,   plr->mo->y );
           else
           AM_drawLineCharacter
           (  player_arrow,   NUMPLYRLINES,   0,   plr->mo->angle,  
           WHITE,   plr->mo->x,   plr->mo->y );
           return;
           }
          
           for (  i=0;i<MAXPLAYERS;i++ )
           {
           their_color++;
           p = &players[i];
          
           if (   (  deathmatch && !singledemo ) && p != plr )
           continue;
          
           if (  !playeringame[i] )
           continue;
          
           if (  p->powers[pw_invisibility] )
           color = 246; // *close* to black
           else
           color = their_colors[their_color];
          
           AM_drawLineCharacter
           (  player_arrow,   NUMPLYRLINES,   0,   p->mo->angle,  
           color,   p->mo->x,   p->mo->y );
    1280   }
          
          }
          
          void
          AM_drawThings
          (   int colors,  
           int colorrange )
          {
           int i;
           mobj_t* t;
          
           for (  i=0;i<numsectors;i++ )
           {
           t = sectors[i].thinglist;
           while (  t )
           {
           AM_drawLineCharacter
           (  thintriangle_guy,   NUMTHINTRIANGLEGUYLINES,  
           16<<FRACBITS,   t->angle,   colors+lightlev,   t->x,   t->y );
    1300   t = t->snext;
           }
           }
          }
          
          void AM_drawMarks(  void )
          {
           int i,   fx,   fy,   w,   h;
          
           for (  i=0;i<AM_NUMMARKPOINTS;i++ )
           {
           if (  markpoints[i].x != -1 )
           {
           // w = SHORT(  marknums[i]->width );
           // h = SHORT(  marknums[i]->height );
           w = 5; // because something's wrong with the wad,   i guess
           h = 6; // because something's wrong with the wad,   i guess
           fx = CXMTOF(  markpoints[i].x );
           fy = CYMTOF(  markpoints[i].y );
           if (  fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h )
           V_DrawPatch(  fx,   fy,   FB,   marknums[i] );
    1321   }
           }
          
          }
          
          void AM_drawCrosshair(  int color )
    1327  {
           fb[(  f_w*(  f_h+1 ) )/2] = color; // single point for now
          
          }
          
          void AM_Drawer (  void )
          {
           if (  !automapactive ) return;
          
           AM_clearFB(  BACKGROUND );
           if (  grid )
           AM_drawGrid(  GRIDCOLORS );
           AM_drawWalls(   );
           AM_drawPlayers(   );
           if (  cheating==2 )
           AM_drawThings(  THINGCOLORS,   THINGRANGE );
           AM_drawCrosshair(  XHAIRCOLORS );
          
           AM_drawMarks(   );
          
           V_MarkRect(  f_x,   f_y,   f_w,   f_h );
          
          }

am_map.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // AutoMap module.
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __AMMAP_H__
          #define __AMMAP_H__
          
          // Used by ST StatusBar stuff.
          #define AM_MSGHEADER (  (  'a'<<24 )+(  'm'<<16 ) )
          #define AM_MSGENTERED (  AM_MSGHEADER | (  'e'<<8 ) )
          #define AM_MSGEXITED (  AM_MSGHEADER | (  'x'<<8 ) )
          
          
          // Called by main loop.
      32  boolean AM_Responder (  event_t* ev );
          
          // Called by main loop.
      35  void AM_Ticker (  void );
          
          // Called by main loop,  
          // called instead of view drawer if automap active.
      39  void AM_Drawer (  void );
          
          // Called to force the automap to quit
          // if the level is completed while it is up.
      43  void AM_Stop (  void );
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

d_englsh.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Printed strings for translation.
          // English language support (  default ).
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __D_ENGLSH__
          #define __D_ENGLSH__
          
          //
          // Printed strings for translation
          //
          
          //
          // D_Main.C
          //
          #define D_DEVSTR "Development mode ON.\n"
          #define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n"
          
          //
          // M_Menu.C
          //
          #define PRESSKEY "press a key."
          #define PRESSYN "press y or n."
          #define QUITMSG "are you sure you want to\nquit this great game?"
          #define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY
          #define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY
          #define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY
          #define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY
          #define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN
          #define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN
          
          #define NEWGAME \
          "you can't start a new game\n"\
          "while in a network game.\n\n"PRESSKEY
          
          #define NIGHTMARE \
          "are you sure? this skill level\n"\
          "isn't even remotely fair.\n\n"PRESSYN
          
          #define SWSTRING \
          "this is the shareware version of doom.\n\n"\
          "you need to order the entire trilogy.\n\n"PRESSKEY
          
          #define MSGOFF "Messages OFF"
          #define MSGON "Messages ON"
          #define NETEND "you can't end a netgame!\n\n"PRESSKEY
          #define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN
          
          #define DOSY "(  press y to quit )"
          
          #define DETAILHI "High detail"
          #define DETAILLO "Low detail"
          #define GAMMALVL0 "Gamma correction OFF"
          #define GAMMALVL1 "Gamma correction level 1"
          #define GAMMALVL2 "Gamma correction level 2"
          #define GAMMALVL3 "Gamma correction level 3"
          #define GAMMALVL4 "Gamma correction level 4"
          #define EMPTYSTRING "empty slot"
          
          //
          // P_inter.C
          //
          #define GOTARMOR "Picked up the armor."
          #define GOTMEGA "Picked up the MegaArmor!"
          #define GOTHTHBONUS "Picked up a health bonus."
          #define GOTARMBONUS "Picked up an armor bonus."
          #define GOTSTIM "Picked up a stimpack."
          #define GOTMEDINEED "Picked up a medikit that you REALLY need!"
          #define GOTMEDIKIT "Picked up a medikit."
          #define GOTSUPER "Supercharge!"
          
          #define GOTBLUECARD "Picked up a blue keycard."
          #define GOTYELWCARD "Picked up a yellow keycard."
          #define GOTREDCARD "Picked up a red keycard."
          #define GOTBLUESKUL "Picked up a blue skull key."
          #define GOTYELWSKUL "Picked up a yellow skull key."
          #define GOTREDSKULL "Picked up a red skull key."
          
          #define GOTINVUL "Invulnerability!"
          #define GOTBERSERK "Berserk!"
          #define GOTINVIS "Partial Invisibility"
          #define GOTSUIT "Radiation Shielding Suit"
          #define GOTMAP "Computer Area Map"
          #define GOTVISOR "Light Amplification Visor"
          #define GOTMSPHERE "MegaSphere!"
          
          #define GOTCLIP "Picked up a clip."
          #define GOTCLIPBOX "Picked up a box of bullets."
          #define GOTROCKET "Picked up a rocket."
          #define GOTROCKBOX "Picked up a box of rockets."
          #define GOTCELL "Picked up an energy cell."
          #define GOTCELLBOX "Picked up an energy cell pack."
          #define GOTSHELLS "Picked up 4 shotgun shells."
          #define GOTSHELLBOX "Picked up a box of shotgun shells."
          #define GOTBACKPACK "Picked up a backpack full of ammo!"
          
          #define GOTBFG9000 "You got the BFG9000! Oh,   yes."
          #define GOTCHAINGUN "You got the chaingun!"
          #define GOTCHAINSAW "A chainsaw! Find some meat!"
          #define GOTLAUNCHER "You got the rocket launcher!"
          #define GOTPLASMA "You got the plasma gun!"
          #define GOTSHOTGUN "You got the shotgun!"
          #define GOTSHOTGUN2 "You got the super shotgun!"
          
          //
          // P_Doors.C
          //
          #define PD_BLUEO "You need a blue key to activate this object"
          #define PD_REDO "You need a red key to activate this object"
          #define PD_YELLOWO "You need a yellow key to activate this object"
          #define PD_BLUEK "You need a blue key to open this door"
          #define PD_REDK "You need a red key to open this door"
          #define PD_YELLOWK "You need a yellow key to open this door"
          
          //
          // G_game.C
          //
          #define GGSAVED "game saved."
          
          //
          // HU_stuff.C
          //
          #define HUSTR_MSGU "[Message unsent]"
          
          #define HUSTR_E1M1 "E1M1: Hangar"
          #define HUSTR_E1M2 "E1M2: Nuclear Plant"
          #define HUSTR_E1M3 "E1M3: Toxin Refinery"
          #define HUSTR_E1M4 "E1M4: Command Control"
          #define HUSTR_E1M5 "E1M5: Phobos Lab"
          #define HUSTR_E1M6 "E1M6: Central Processing"
          #define HUSTR_E1M7 "E1M7: Computer Station"
          #define HUSTR_E1M8 "E1M8: Phobos Anomaly"
          #define HUSTR_E1M9 "E1M9: Military Base"
          
          #define HUSTR_E2M1 "E2M1: Deimos Anomaly"
          #define HUSTR_E2M2 "E2M2: Containment Area"
          #define HUSTR_E2M3 "E2M3: Refinery"
          #define HUSTR_E2M4 "E2M4: Deimos Lab"
          #define HUSTR_E2M5 "E2M5: Command Center"
          #define HUSTR_E2M6 "E2M6: Halls of the Damned"
          #define HUSTR_E2M7 "E2M7: Spawning Vats"
          #define HUSTR_E2M8 "E2M8: Tower of Babel"
          #define HUSTR_E2M9 "E2M9: Fortress of Mystery"
          
          #define HUSTR_E3M1 "E3M1: Hell Keep"
          #define HUSTR_E3M2 "E3M2: Slough of Despair"
          #define HUSTR_E3M3 "E3M3: Pandemonium"
          #define HUSTR_E3M4 "E3M4: House of Pain"
          #define HUSTR_E3M5 "E3M5: Unholy Cathedral"
          #define HUSTR_E3M6 "E3M6: Mt. Erebus"
          #define HUSTR_E3M7 "E3M7: Limbo"
          #define HUSTR_E3M8 "E3M8: Dis"
          #define HUSTR_E3M9 "E3M9: Warrens"
          
          #define HUSTR_E4M1 "E4M1: Hell Beneath"
          #define HUSTR_E4M2 "E4M2: Perfect Hatred"
          #define HUSTR_E4M3 "E4M3: Sever The Wicked"
          #define HUSTR_E4M4 "E4M4: Unruly Evil"
          #define HUSTR_E4M5 "E4M5: They Will Repent"
          #define HUSTR_E4M6 "E4M6: Against Thee Wickedly"
          #define HUSTR_E4M7 "E4M7: And Hell Followed"
          #define HUSTR_E4M8 "E4M8: Unto The Cruel"
          #define HUSTR_E4M9 "E4M9: Fear"
          
          #define HUSTR_1 "level 1: entryway"
          #define HUSTR_2 "level 2: underhalls"
          #define HUSTR_3 "level 3: the gantlet"
          #define HUSTR_4 "level 4: the focus"
          #define HUSTR_5 "level 5: the waste tunnels"
          #define HUSTR_6 "level 6: the crusher"
          #define HUSTR_7 "level 7: dead simple"
          #define HUSTR_8 "level 8: tricks and traps"
          #define HUSTR_9 "level 9: the pit"
          #define HUSTR_10 "level 10: refueling base"
          #define HUSTR_11 "level 11: 'o' of destruction!"
          
          #define HUSTR_12 "level 12: the factory"
          #define HUSTR_13 "level 13: downtown"
          #define HUSTR_14 "level 14: the inmost dens"
          #define HUSTR_15 "level 15: industrial zone"
          #define HUSTR_16 "level 16: suburbs"
          #define HUSTR_17 "level 17: tenements"
          #define HUSTR_18 "level 18: the courtyard"
          #define HUSTR_19 "level 19: the citadel"
          #define HUSTR_20 "level 20: gotcha!"
          
          #define HUSTR_21 "level 21: nirvana"
          #define HUSTR_22 "level 22: the catacombs"
          #define HUSTR_23 "level 23: barrels o' fun"
          #define HUSTR_24 "level 24: the chasm"
          #define HUSTR_25 "level 25: bloodfalls"
          #define HUSTR_26 "level 26: the abandoned mines"
          #define HUSTR_27 "level 27: monster condo"
          #define HUSTR_28 "level 28: the spirit world"
          #define HUSTR_29 "level 29: the living end"
          #define HUSTR_30 "level 30: icon of sin"
          
          #define HUSTR_31 "level 31: wolfenstein"
          #define HUSTR_32 "level 32: grosse"
          
          #define PHUSTR_1 "level 1: congo"
          #define PHUSTR_2 "level 2: well of souls"
          #define PHUSTR_3 "level 3: aztec"
          #define PHUSTR_4 "level 4: caged"
          #define PHUSTR_5 "level 5: ghost town"
          #define PHUSTR_6 "level 6: baron's lair"
          #define PHUSTR_7 "level 7: caughtyard"
          #define PHUSTR_8 "level 8: realm"
          #define PHUSTR_9 "level 9: abattoire"
          #define PHUSTR_10 "level 10: onslaught"
          #define PHUSTR_11 "level 11: hunted"
          
          #define PHUSTR_12 "level 12: speed"
          #define PHUSTR_13 "level 13: the crypt"
          #define PHUSTR_14 "level 14: genesis"
          #define PHUSTR_15 "level 15: the twilight"
          #define PHUSTR_16 "level 16: the omen"
          #define PHUSTR_17 "level 17: compound"
          #define PHUSTR_18 "level 18: neurosphere"
          #define PHUSTR_19 "level 19: nme"
          #define PHUSTR_20 "level 20: the death domain"
          
          #define PHUSTR_21 "level 21: slayer"
          #define PHUSTR_22 "level 22: impossible mission"
          #define PHUSTR_23 "level 23: tombstone"
          #define PHUSTR_24 "level 24: the final frontier"
          #define PHUSTR_25 "level 25: the temple of darkness"
          #define PHUSTR_26 "level 26: bunker"
          #define PHUSTR_27 "level 27: anti-christ"
          #define PHUSTR_28 "level 28: the sewers"
          #define PHUSTR_29 "level 29: odyssey of noises"
          #define PHUSTR_30 "level 30: the gateway of hell"
          
          #define PHUSTR_31 "level 31: cyberden"
          #define PHUSTR_32 "level 32: go 2 it"
          
          #define THUSTR_1 "level 1: system control"
          #define THUSTR_2 "level 2: human bbq"
          #define THUSTR_3 "level 3: power control"
          #define THUSTR_4 "level 4: wormhole"
          #define THUSTR_5 "level 5: hanger"
          #define THUSTR_6 "level 6: open season"
          #define THUSTR_7 "level 7: prison"
          #define THUSTR_8 "level 8: metal"
          #define THUSTR_9 "level 9: stronghold"
          #define THUSTR_10 "level 10: redemption"
          #define THUSTR_11 "level 11: storage facility"
          
          #define THUSTR_12 "level 12: crater"
          #define THUSTR_13 "level 13: nukage processing"
          #define THUSTR_14 "level 14: steel works"
          #define THUSTR_15 "level 15: dead zone"
          #define THUSTR_16 "level 16: deepest reaches"
          #define THUSTR_17 "level 17: processing area"
          #define THUSTR_18 "level 18: mill"
          #define THUSTR_19 "level 19: shipping/respawning"
          #define THUSTR_20 "level 20: central processing"
          
          #define THUSTR_21 "level 21: administration center"
          #define THUSTR_22 "level 22: habitat"
          #define THUSTR_23 "level 23: lunar mining project"
          #define THUSTR_24 "level 24: quarry"
          #define THUSTR_25 "level 25: baron's den"
          #define THUSTR_26 "level 26: ballistyx"
          #define THUSTR_27 "level 27: mount pain"
          #define THUSTR_28 "level 28: heck"
          #define THUSTR_29 "level 29: river styx"
          #define THUSTR_30 "level 30: last call"
          
          #define THUSTR_31 "level 31: pharaoh"
          #define THUSTR_32 "level 32: caribbean"
          
          #define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
          #define HUSTR_CHATMACRO2 "I'm OK."
          #define HUSTR_CHATMACRO3 "I'm not looking too good!"
          #define HUSTR_CHATMACRO4 "Help!"
          #define HUSTR_CHATMACRO5 "You suck!"
          #define HUSTR_CHATMACRO6 "Next time,   scumbag..."
          #define HUSTR_CHATMACRO7 "Come here!"
          #define HUSTR_CHATMACRO8 "I'll take care of it."
          #define HUSTR_CHATMACRO9 "Yes"
          #define HUSTR_CHATMACRO0 "No"
          
          #define HUSTR_TALKTOSELF1 "You mumble to yourself"
          #define HUSTR_TALKTOSELF2 "Who's there?"
          #define HUSTR_TALKTOSELF3 "You scare yourself"
          #define HUSTR_TALKTOSELF4 "You start to rave"
          #define HUSTR_TALKTOSELF5 "You've lost it..."
          
          #define HUSTR_MESSAGESENT "[Message Sent]"
          
          // The following should NOT be changed unless it seems
          // just AWFULLY necessary
          
          #define HUSTR_PLRGREEN "Green: "
          #define HUSTR_PLRINDIGO "Indigo: "
          #define HUSTR_PLRBROWN "Brown: "
          #define HUSTR_PLRRED "Red: "
          
          #define HUSTR_KEYGREEN 'g'
          #define HUSTR_KEYINDIGO 'i'
          #define HUSTR_KEYBROWN 'b'
          #define HUSTR_KEYRED 'r'
          
          //
          // AM_map.C
          //
          
          #define AMSTR_FOLLOWON "Follow Mode ON"
          #define AMSTR_FOLLOWOFF "Follow Mode OFF"
          
          #define AMSTR_GRIDON "Grid ON"
          #define AMSTR_GRIDOFF "Grid OFF"
          
          #define AMSTR_MARKEDSPOT "Marked Spot"
          #define AMSTR_MARKSCLEARED "All Marks Cleared"
          
          //
          // ST_stuff.C
          //
          
          #define STSTR_MUS "Music Change"
          #define STSTR_NOMUS "IMPOSSIBLE SELECTION"
          #define STSTR_DQDON "Degreelessness Mode On"
          #define STSTR_DQDOFF "Degreelessness Mode Off"
          
          #define STSTR_KFAADDED "Very Happy Ammo Added"
          #define STSTR_FAADDED "Ammo (  no keys ) Added"
          
          #define STSTR_NCON "No Clipping Mode ON"
          #define STSTR_NCOFF "No Clipping Mode OFF"
          
          #define STSTR_BEHOLD "inVuln,   Str,   Inviso,   Rad,   Allmap,   or Lite-amp"
          #define STSTR_BEHOLDX "Power-up Toggled"
          
          #define STSTR_CHOPPERS "... doesn't suck - GM"
          #define STSTR_CLEV "Changing Level..."
          
          //
          // F_Finale.C
          //
          #define E1TEXT \
          "Once you beat the big badasses and\n"\
          "clean out the moon base you're supposed\n"\
          "to win,   aren't you? Aren't you? Where's\n"\
          "your fat reward and ticket home? What\n"\
          "the hell is this? It's not supposed to\n"\
          "end this way!\n"\
          "\n" \
          "It stinks like rotten meat,   but looks\n"\
          "like the lost Deimos base. Looks like\n"\
          "you're stuck on The Shores of Hell.\n"\
          "The only way out is through.\n"\
          "\n"\
          "To continue the DOOM experience,   play\n"\
          "The Shores of Hell and its amazing\n"\
          "sequel,   Inferno!\n"
          
          
          #define E2TEXT \
          "You've done it! The hideous cyber-\n"\
          "demon lord that ruled the lost Deimos\n"\
          "moon base has been slain and you\n"\
          "are triumphant! But ... where are\n"\
          "you? You clamber to the edge of the\n"\
          "moon and look down to see the awful\n"\
          "truth.\n" \
          "\n"\
          "Deimos floats above Hell itself!\n"\
          "You've never heard of anyone escaping\n"\
          "from Hell,   but you'll make the bastards\n"\
          "sorry they ever heard of you! Quickly,  \n"\
          "you rappel down to the surface of\n"\
          "Hell.\n"\
          "\n" \
          "Now,   it's on to the final chapter of\n"\
          "DOOM! -- Inferno."
          
          
          #define E3TEXT \
          "The loathsome spiderdemon that\n"\
          "masterminded the invasion of the moon\n"\
          "bases and caused so much death has had\n"\
          "its ass kicked for all time.\n"\
          "\n"\
          "A hidden doorway opens and you enter.\n"\
          "You've proven too tough for Hell to\n"\
          "contain,   and now Hell at last plays\n"\
          "fair -- for you emerge from the door\n"\
          "to see the green fields of Earth!\n"\
          "Home at last.\n" \
          "\n"\
          "You wonder what's been happening on\n"\
          "Earth while you were battling evil\n"\
          "unleashed. It's good that no Hell-\n"\
          "spawn could have come through that\n"\
          "door with you ..."
          
          
          #define E4TEXT \
          "the spider mastermind must have sent forth\n"\
          "its legions of hellspawn before your\n"\
          "final confrontation with that terrible\n"\
          "beast from hell. but you stepped forward\n"\
          "and brought forth eternal damnation and\n"\
          "suffering upon the horde as a true hero\n"\
          "would in the face of something so evil.\n"\
          "\n"\
          "besides,   someone was gonna pay for what\n"\
          "happened to daisy,   your pet rabbit.\n"\
          "\n"\
          "but now,   you see spread before you more\n"\
          "potential pain and gibbitude as a nation\n"\
          "of demons run amok among our cities.\n"\
          "\n"\
          "next stop,   hell on earth!"
          
          
          // after level 6,   put this:
          
          #define C1TEXT \
          "YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \
          "STARPORT. BUT SOMETHING IS WRONG. THE\n" \
          "MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \
          "WITH THEM,   AND THE STARPORT'S TECHNOLOGY\n" \
          "IS BEING SUBVERTED BY THEIR PRESENCE.\n" \
          "\n"\
          "AHEAD,   YOU SEE AN OUTPOST OF HELL,   A\n" \
          "FORTIFIED ZONE. IF YOU CAN GET PAST IT,  \n" \
          "YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \
          "OF THE STARBASE AND FIND THE CONTROLLING\n" \
          "SWITCH WHICH HOLDS EARTH'S POPULATION\n" \
          "HOSTAGE."
          
          // After level 11,   put this:
          
          #define C2TEXT \
          "YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \
          "HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\
          "THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\
          "HUMAN LEFT ON THE FACE OF THE PLANET.\n"\
          "CANNIBAL MUTATIONS,   CARNIVOROUS ALIENS,  \n"\
          "AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\
          "YOU SIT BACK AND WAIT FOR DEATH,   CONTENT\n"\
          "THAT YOU HAVE SAVED YOUR SPECIES.\n"\
          "\n"\
          "BUT THEN,   EARTH CONTROL BEAMS DOWN A\n"\
          "MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\
          "THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\
          "GO THERE,   YOU MAY BE ABLE TO BLOCK THEIR\n"\
          "ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\
          "YOUR OWN HOME CITY,   NOT FAR FROM THE\n"\
          "STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\
          "UP AND RETURN TO THE FRAY."
          
          
          // After level 20,   put this:
          
          #define C3TEXT \
          "YOU ARE AT THE CORRUPT HEART OF THE CITY,  \n"\
          "SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\
          "YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\
          "ENTRYWAY ON THIS SIDE,   SO YOU CLENCH YOUR\n"\
          "TEETH AND PLUNGE THROUGH IT.\n"\
          "\n"\
          "THERE MUST BE A WAY TO CLOSE IT ON THE\n"\
          "OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\
          "GOT TO GO THROUGH HELL TO GET TO IT?"
          
          
          // After level 29,   put this:
          
          #define C4TEXT \
          "THE HORRENDOUS VISAGE OF THE BIGGEST\n"\
          "DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\
          "YOU,   AFTER YOU PUMP YOUR ROCKETS INTO\n"\
          "HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\
          "UP AND DIES,   ITS THRASHING LIMBS\n"\
          "DEVASTATING UNTOLD MILES OF HELL'S\n"\
          "SURFACE.\n"\
          "\n"\
          "YOU'VE DONE IT. THE INVASION IS OVER.\n"\
          "EARTH IS SAVED. HELL IS A WRECK. YOU\n"\
          "WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\
          "DIE,   NOW. WIPING THE SWEAT FROM YOUR\n"\
          "FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\
          "HOME. REBUILDING EARTH OUGHT TO BE A\n"\
          "LOT MORE FUN THAN RUINING IT WAS.\n"
          
          
          
          // Before level 31,   put this:
          
          #define C5TEXT \
          "CONGRATULATIONS,   YOU'VE FOUND THE SECRET\n"\
          "LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\
          "HUMANS,   RATHER THAN DEMONS. YOU WONDER\n"\
          "WHO THE INMATES OF THIS CORNER OF HELL\n"\
          "WILL BE."
          
          
          // Before level 32,   put this:
          
          #define C6TEXT \
          "CONGRATULATIONS,   YOU'VE FOUND THE\n"\
          "SUPER SECRET LEVEL! YOU'D BETTER\n"\
          "BLAZE THROUGH THIS ONE!\n"
          
          
          // after map 06
          
          #define P1TEXT \
          "You gloat over the steaming carcass of the\n"\
          "Guardian. With its death,   you've wrested\n"\
          "the Accelerator from the stinking claws\n"\
          "of Hell. You relax and glance around the\n"\
          "room. Damn! There was supposed to be at\n"\
          "least one working prototype,   but you can't\n"\
          "see it. The demons must have taken it.\n"\
          "\n"\
          "You must find the prototype,   or all your\n"\
          "struggles will have been wasted. Keep\n"\
          "moving,   keep fighting,   keep killing.\n"\
          "Oh yes,   keep living,   too."
          
          
          // after map 11
          
          #define P2TEXT \
          "Even the deadly Arch-Vile labyrinth could\n"\
          "not stop you,   and you've gotten to the\n"\
          "prototype Accelerator which is soon\n"\
          "efficiently and permanently deactivated.\n"\
          "\n"\
          "You're good at that kind of thing."
          
          
          // after map 20
          
          #define P3TEXT \
          "You've bashed and battered your way into\n"\
          "the heart of the devil-hive. Time for a\n"\
          "Search-and-Destroy mission,   aimed at the\n"\
          "Gatekeeper,   whose foul offspring is\n"\
          "cascading to Earth. Yeah,   he's bad. But\n"\
          "you know who's worse!\n"\
          "\n"\
          "Grinning evilly,   you check your gear,   and\n"\
          "get ready to give the bastard a little Hell\n"\
          "of your own making!"
          
          // after map 30
          
          #define P4TEXT \
          "The Gatekeeper's evil face is splattered\n"\
          "all over the place. As its tattered corpse\n"\
          "collapses,   an inverted Gate forms and\n"\
          "sucks down the shards of the last\n"\
          "prototype Accelerator,   not to mention the\n"\
          "few remaining demons. You're done. Hell\n"\
          "has gone back to pounding bad dead folks \n"\
          "instead of good live ones. Remember to\n"\
          "tell your grandkids to put a rocket\n"\
          "launcher in your coffin. If you go to Hell\n"\
          "when you die,   you'll need it for some\n"\
          "final cleaning-up ..."
          
          // before map 31
          
          #define P5TEXT \
          "You've found the second-hardest level we\n"\
          "got. Hope you have a saved game a level or\n"\
          "two previous. If not,   be prepared to die\n"\
          "aplenty. For master marines only."
          
          // before map 32
          
          #define P6TEXT \
          "Betcha wondered just what WAS the hardest\n"\
          "level we had ready for ya? Now you know.\n"\
          "No one gets out alive."
          
          
          #define T1TEXT \
          "You've fought your way out of the infested\n"\
          "experimental labs. It seems that UAC has\n"\
          "once again gulped it down. With their\n"\
          "high turnover,   it must be hard for poor\n"\
          "old UAC to buy corporate health insurance\n"\
          "nowadays..\n"\
          "\n"\
          "Ahead lies the military complex,   now\n"\
          "swarming with diseased horrors hot to get\n"\
          "their teeth into you. With luck,   the\n"\
          "complex still has some warlike ordnance\n"\
          "laying around."
          
          
          #define T2TEXT \
          "You hear the grinding of heavy machinery\n"\
          "ahead. You sure hope they're not stamping\n"\
          "out new hellspawn,   but you're ready to\n"\
          "ream out a whole herd if you have to.\n"\
          "They might be planning a blood feast,   but\n"\
          "you feel about as mean as two thousand\n"\
          "maniacs packed into one mad killer.\n"\
          "\n"\
          "You don't plan to go down easy."
          
          
          #define T3TEXT \
          "The vista opening ahead looks real damn\n"\
          "familiar. Smells familiar,   too -- like\n"\
          "fried excrement. You didn't like this\n"\
          "place before,   and you sure as hell ain't\n"\
          "planning to like it now. The more you\n"\
          "brood on it,   the madder you get.\n"\
          "Hefting your gun,   an evil grin trickles\n"\
          "onto your face. Time to take some names."
          
          #define T4TEXT \
          "Suddenly,   all is silent,   from one horizon\n"\
          "to the other. The agonizing echo of Hell\n"\
          "fades away,   the nightmare sky turns to\n"\
          "blue,   the heaps of monster corpses start \n"\
          "to evaporate along with the evil stench \n"\
          "that filled the air. Jeeze,   maybe you've\n"\
          "done it. Have you really won?\n"\
          "\n"\
          "Something rumbles in the distance.\n"\
          "A blue light begins to glow inside the\n"\
          "ruined skull of the demon-spitter."
          
          
          #define T5TEXT \
          "What now? Looks totally different. Kind\n"\
          "of like King Tut's condo. Well,  \n"\
          "whatever's here can't be any worse\n"\
          "than usual. Can it? Or maybe it's best\n"\
          "to let sleeping gods lie.."
          
          
          #define T6TEXT \
          "Time for a vacation. You've burst the\n"\
          "bowels of hell and by golly you're ready\n"\
          "for a break. You mutter to yourself,  \n"\
          "Maybe someone else can kick Hell's ass\n"\
          "next time around. Ahead lies a quiet town,  \n"\
          "with peaceful flowing water,   quaint\n"\
          "buildings,   and presumably no Hellspawn.\n"\
          "\n"\
          "As you step off the transport,   you hear\n"\
          "the stomp of a cyberdemon's iron shoe."
          
          
          
          //
          // Character cast strings F_FINALE.C
          //
          #define CC_ZOMBIE "ZOMBIEMAN"
          #define CC_SHOTGUN "SHOTGUN GUY"
          #define CC_HEAVY "HEAVY WEAPON DUDE"
          #define CC_IMP "IMP"
          #define CC_DEMON "DEMON"
          #define CC_LOST "LOST SOUL"
          #define CC_CACO "CACODEMON"
          #define CC_HELL "HELL KNIGHT"
          #define CC_BARON "BARON OF HELL"
          #define CC_ARACH "ARACHNOTRON"
          #define CC_PAIN "PAIN ELEMENTAL"
          #define CC_REVEN "REVENANT"
          #define CC_MANCU "MANCUBUS"
          #define CC_ARCH "ARCH-VILE"
          #define CC_SPIDER "THE SPIDER MASTERMIND"
          #define CC_CYBER "THE CYBERDEMON"
          #define CC_HERO "OUR HERO"
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

d_event.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          //
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __D_EVENT__
          #define __D_EVENT__
          
          
          #include "doomtype.h"
          
          
          //
          // Event handling.
          //
          
          // Input event types.
          typedef enum
          {
           ev_keydown,  
           ev_keyup,  
           ev_mouse,  
           ev_joystick
          } evtype_t;
          
          // Event structure.
          typedef struct
          {
           evtype_t type;
           int data1; // keys / mouse/joystick buttons
           int data2; // mouse/joystick x move
           int data3; // mouse/joystick y move
          } event_t;
          
          
          typedef enum
          {
           ga_nothing,  
           ga_loadlevel,  
           ga_newgame,  
           ga_loadgame,  
           ga_savegame,  
           ga_playdemo,  
           ga_completed,  
           ga_victory,  
           ga_worlddone,  
           ga_screenshot
          } gameaction_t;
          
          
          
          //
          // Button/action code definitions.
          //
          typedef enum
          {
           // Press "Fire".
           BT_ATTACK = 1,  
           // Use button,   to open doors,   activate switches.
           BT_USE = 2,  
          
           // Flag: game events,   not really buttons.
           BT_SPECIAL = 128,  
           BT_SPECIALMASK = 3,  
          
           // Flag,   weapon change pending.
           // If true,   the next 3 bits hold weapon num.
           BT_CHANGE = 4,  
           // The 3bit weapon mask and shift,   convenience.
           BT_WEAPONMASK = (  8+16+32 ),  
           BT_WEAPONSHIFT = 3,  
          
           // Pause the game.
           BTS_PAUSE = 1,  
           // Save the game at each console.
           BTS_SAVEGAME = 2,  
          
           // Savegame slot numbers
           // occupy the second byte of buttons.
           BTS_SAVEMASK = (  4+8+16 ),  
           BTS_SAVESHIFT = 2,  
          
          } buttoncode_t;
          
          
          
          
          //
          // GLOBAL VARIABLES
          //
          #define MAXEVENTS 64
          
          extern event_t events[MAXEVENTS];
          extern int eventhead;
          extern int eventtail;
          
          extern gameaction_t gameaction;
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

d_french.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Printed strings,   french translation.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __D_FRENCH__
          #define __D_FRENCH__
          
          //
          // D_Main.C
          //
          #define D_DEVSTR "MODE DEVELOPPEMENT ON.\n"
          #define D_CDROM "VERSION CD-ROM: DEFAULT.CFG DANS C:\\DOOMDATA\n"
          
          //
          // M_Menu.C
          //
          #define PRESSKEY "APPUYEZ SUR UNE TOUCHE."
          #define PRESSYN "APPUYEZ SUR Y OU N"
          #define QUITMSG "VOUS VOULEZ VRAIMENT\nQUITTER CE SUPER JEU?"
          #define LOADNET "VOUS NE POUVEZ PAS CHARGER\nUN JEU EN RESEAU!\n\n"PRESSKEY
          #define QLOADNET "CHARGEMENT RAPIDE INTERDIT EN RESEAU!\n\n"PRESSKEY
          #define QSAVESPOT "VOUS N'AVEZ PAS CHOISI UN EMPLACEMENT!\n\n"PRESSKEY
          #define SAVEDEAD "VOUS NE POUVEZ PAS SAUVER SI VOUS NE JOUEZ "\
          "PAS!\n\n"PRESSKEY
          #define QSPROMPT "SAUVEGARDE RAPIDE DANS LE FICHIER \n\n'%s'?\n\n"PRESSYN
          #define QLPROMPT "VOULEZ-VOUS CHARGER LA SAUVEGARDE"\
          "\n\n'%s'?\n\n"PRESSYN
          #define NEWGAME "VOUS NE POUVEZ PAS LANCER\n"\
          "UN NOUVEAU JEU SUR RESEAU.\n\n"PRESSKEY
          #define NIGHTMARE "VOUS CONFIRMEZ? CE NIVEAU EST\n"\
          "VRAIMENT IMPITOYABLE!n"PRESSYN
          #define SWSTRING "CECI EST UNE VERSION SHAREWARE DE DOOM.\n\n"\
          "VOUS DEVRIEZ COMMANDER LA TRILOGIE COMPLETE.\n\n"PRESSKEY
          #define MSGOFF "MESSAGES OFF"
          #define MSGON "MESSAGES ON"
          #define NETEND "VOUS NE POUVEZ PAS METTRE FIN A UN JEU SUR "\
          "RESEAU!\n\n"PRESSKEY
          #define ENDGAME "VOUS VOULEZ VRAIMENT METTRE FIN AU JEU?\n\n"PRESSYN
          
          #define DOSY "(  APPUYEZ SUR Y POUR REVENIR AU OS. )"
          
          #define DETAILHI "GRAPHISMES MAXIMUM "
          #define DETAILLO "GRAPHISMES MINIMUM "
          #define GAMMALVL0 "CORRECTION GAMMA OFF"
          #define GAMMALVL1 "CORRECTION GAMMA NIVEAU 1"
          #define GAMMALVL2 "CORRECTION GAMMA NIVEAU 2"
          #define GAMMALVL3 "CORRECTION GAMMA NIVEAU 3"
          #define GAMMALVL4 "CORRECTION GAMMA NIVEAU 4"
          #define EMPTYSTRING "EMPLACEMENT VIDE"
          
          //
          // P_inter.C
          //
          #define GOTARMOR "ARMURE RECUPEREE."
          #define GOTMEGA "MEGA-ARMURE RECUPEREE!"
          #define GOTHTHBONUS "BONUS DE SANTE RECUPERE."
          #define GOTARMBONUS "BONUS D'ARMURE RECUPERE."
          #define GOTSTIM "STIMPACK RECUPERE."
          #define GOTMEDINEED "MEDIKIT RECUPERE. VOUS EN AVEZ VRAIMENT BESOIN!"
          #define GOTMEDIKIT "MEDIKIT RECUPERE."
          #define GOTSUPER "SUPERCHARGE!"
          
          #define GOTBLUECARD "CARTE MAGNETIQUE BLEUE RECUPEREE."
          #define GOTYELWCARD "CARTE MAGNETIQUE JAUNE RECUPEREE."
          #define GOTREDCARD "CARTE MAGNETIQUE ROUGE RECUPEREE."
          #define GOTBLUESKUL "CLEF CRANE BLEUE RECUPEREE."
          #define GOTYELWSKUL "CLEF CRANE JAUNE RECUPEREE."
          #define GOTREDSKULL "CLEF CRANE ROUGE RECUPEREE."
          
          #define GOTINVUL "INVULNERABILITE!"
          #define GOTBERSERK "BERSERK!"
          #define GOTINVIS "INVISIBILITE PARTIELLE "
          #define GOTSUIT "COMBINAISON ANTI-RADIATIONS "
          #define GOTMAP "CARTE INFORMATIQUE "
          #define GOTVISOR "VISEUR A AMPLIFICATION DE LUMIERE "
          #define GOTMSPHERE "MEGASPHERE!"
          
          #define GOTCLIP "CHARGEUR RECUPERE."
          #define GOTCLIPBOX "BOITE DE BALLES RECUPEREE."
          #define GOTROCKET "ROQUETTE RECUPEREE."
          #define GOTROCKBOX "CAISSE DE ROQUETTES RECUPEREE."
          #define GOTCELL "CELLULE D'ENERGIE RECUPEREE."
          #define GOTCELLBOX "PACK DE CELLULES D'ENERGIE RECUPERE."
          #define GOTSHELLS "4 CARTOUCHES RECUPEREES."
          #define GOTSHELLBOX "BOITE DE CARTOUCHES RECUPEREE."
          #define GOTBACKPACK "SAC PLEIN DE MUNITIONS RECUPERE!"
          
          #define GOTBFG9000 "VOUS AVEZ UN BFG9000! OH,   OUI!"
          #define GOTCHAINGUN "VOUS AVEZ LA MITRAILLEUSE!"
          #define GOTCHAINSAW "UNE TRONCONNEUSE!"
          #define GOTLAUNCHER "VOUS AVEZ UN LANCE-ROQUETTES!"
          #define GOTPLASMA "VOUS AVEZ UN FUSIL A PLASMA!"
          #define GOTSHOTGUN "VOUS AVEZ UN FUSIL!"
          #define GOTSHOTGUN2 "VOUS AVEZ UN SUPER FUSIL!"
          
          //
          // P_Doors.C
          //
          #define PD_BLUEO "IL VOUS FAUT UNE CLEF BLEUE"
          #define PD_REDO "IL VOUS FAUT UNE CLEF ROUGE"
          #define PD_YELLOWO "IL VOUS FAUT UNE CLEF JAUNE"
          #define PD_BLUEK PD_BLUEO
          #define PD_REDK PD_REDO
          #define PD_YELLOWK PD_YELLOWO
          
          //
          // G_game.C
          //
          #define GGSAVED "JEU SAUVEGARDE."
          
          //
          // HU_stuff.C
          //
          #define HUSTR_MSGU "[MESSAGE NON ENVOYE]"
          
          #define HUSTR_E1M1 "E1M1: HANGAR"
          #define HUSTR_E1M2 "E1M2: USINE NUCLEAIRE "
          #define HUSTR_E1M3 "E1M3: RAFFINERIE DE TOXINES "
          #define HUSTR_E1M4 "E1M4: CENTRE DE CONTROLE "
          #define HUSTR_E1M5 "E1M5: LABORATOIRE PHOBOS "
          #define HUSTR_E1M6 "E1M6: TRAITEMENT CENTRAL "
          #define HUSTR_E1M7 "E1M7: CENTRE INFORMATIQUE "
          #define HUSTR_E1M8 "E1M8: ANOMALIE PHOBOS "
          #define HUSTR_E1M9 "E1M9: BASE MILITAIRE "
          
          #define HUSTR_E2M1 "E2M1: ANOMALIE DEIMOS "
          #define HUSTR_E2M2 "E2M2: ZONE DE CONFINEMENT "
          #define HUSTR_E2M3 "E2M3: RAFFINERIE"
          #define HUSTR_E2M4 "E2M4: LABORATOIRE DEIMOS "
          #define HUSTR_E2M5 "E2M5: CENTRE DE CONTROLE "
          #define HUSTR_E2M6 "E2M6: HALLS DES DAMNES "
          #define HUSTR_E2M7 "E2M7: CUVES DE REPRODUCTION "
          #define HUSTR_E2M8 "E2M8: TOUR DE BABEL "
          #define HUSTR_E2M9 "E2M9: FORTERESSE DU MYSTERE "
          
          #define HUSTR_E3M1 "E3M1: DONJON DE L'ENFER "
          #define HUSTR_E3M2 "E3M2: BOURBIER DU DESESPOIR "
          #define HUSTR_E3M3 "E3M3: PANDEMONIUM"
          #define HUSTR_E3M4 "E3M4: MAISON DE LA DOULEUR "
          #define HUSTR_E3M5 "E3M5: CATHEDRALE PROFANE "
          #define HUSTR_E3M6 "E3M6: MONT EREBUS"
          #define HUSTR_E3M7 "E3M7: LIMBES"
          #define HUSTR_E3M8 "E3M8: DIS"
          #define HUSTR_E3M9 "E3M9: CLAPIERS"
          
          #define HUSTR_1 "NIVEAU 1: ENTREE "
          #define HUSTR_2 "NIVEAU 2: HALLS SOUTERRAINS "
          #define HUSTR_3 "NIVEAU 3: LE FEU NOURRI "
          #define HUSTR_4 "NIVEAU 4: LE FOYER "
          #define HUSTR_5 "NIVEAU 5: LES EGOUTS "
          #define HUSTR_6 "NIVEAU 6: LE BROYEUR "
          #define HUSTR_7 "NIVEAU 7: L'HERBE DE LA MORT"
          #define HUSTR_8 "NIVEAU 8: RUSES ET PIEGES "
          #define HUSTR_9 "NIVEAU 9: LE PUITS "
          #define HUSTR_10 "NIVEAU 10: BASE DE RAVITAILLEMENT "
          #define HUSTR_11 "NIVEAU 11: LE CERCLE DE LA MORT!"
          
          #define HUSTR_12 "NIVEAU 12: L'USINE "
          #define HUSTR_13 "NIVEAU 13: LE CENTRE VILLE"
          #define HUSTR_14 "NIVEAU 14: LES ANTRES PROFONDES "
          #define HUSTR_15 "NIVEAU 15: LA ZONE INDUSTRIELLE "
          #define HUSTR_16 "NIVEAU 16: LA BANLIEUE"
          #define HUSTR_17 "NIVEAU 17: LES IMMEUBLES"
          #define HUSTR_18 "NIVEAU 18: LA COUR "
          #define HUSTR_19 "NIVEAU 19: LA CITADELLE "
          #define HUSTR_20 "NIVEAU 20: JE T'AI EU!"
          
          #define HUSTR_21 "NIVEAU 21: LE NIRVANA"
          #define HUSTR_22 "NIVEAU 22: LES CATACOMBES "
          #define HUSTR_23 "NIVEAU 23: LA GRANDE FETE "
          #define HUSTR_24 "NIVEAU 24: LE GOUFFRE "
          #define HUSTR_25 "NIVEAU 25: LES CHUTES DE SANG"
          #define HUSTR_26 "NIVEAU 26: LES MINES ABANDONNEES "
          #define HUSTR_27 "NIVEAU 27: CHEZ LES MONSTRES "
          #define HUSTR_28 "NIVEAU 28: LE MONDE DE L'ESPRIT "
          #define HUSTR_29 "NIVEAU 29: LA LIMITE "
          #define HUSTR_30 "NIVEAU 30: L'ICONE DU PECHE "
          
          #define HUSTR_31 "NIVEAU 31: WOLFENSTEIN"
          #define HUSTR_32 "NIVEAU 32: LE MASSACRE"
          
          
          #define HUSTR_CHATMACRO1 "JE SUIS PRET A LEUR EN FAIRE BAVER!"
          #define HUSTR_CHATMACRO2 "JE VAIS BIEN."
          #define HUSTR_CHATMACRO3 "JE N'AI PAS L'AIR EN FORME!"
          #define HUSTR_CHATMACRO4 "AU SECOURS!"
          #define HUSTR_CHATMACRO5 "TU CRAINS!"
          #define HUSTR_CHATMACRO6 "LA PROCHAINE FOIS,   MINABLE..."
          #define HUSTR_CHATMACRO7 "VIENS ICI!"
          #define HUSTR_CHATMACRO8 "JE VAIS M'EN OCCUPER."
          #define HUSTR_CHATMACRO9 "OUI"
          #define HUSTR_CHATMACRO0 "NON"
          
          #define HUSTR_TALKTOSELF1 "VOUS PARLEZ TOUT SEUL "
          #define HUSTR_TALKTOSELF2 "QUI EST LA?"
          #define HUSTR_TALKTOSELF3 "VOUS VOUS FAITES PEUR "
          #define HUSTR_TALKTOSELF4 "VOUS COMMENCEZ A DELIRER "
          #define HUSTR_TALKTOSELF5 "VOUS ETES LARGUE..."
          
          #define HUSTR_MESSAGESENT "[MESSAGE ENVOYE]"
          
          // The following should NOT be changed unless it seems
          // just AWFULLY necessary
          
          #define HUSTR_PLRGREEN "VERT: "
          #define HUSTR_PLRINDIGO "INDIGO: "
          #define HUSTR_PLRBROWN "BRUN: "
          #define HUSTR_PLRRED "ROUGE: "
          
          #define HUSTR_KEYGREEN 'g' // french key should be "V"
          #define HUSTR_KEYINDIGO 'i'
          #define HUSTR_KEYBROWN 'b'
          #define HUSTR_KEYRED 'r'
          
          //
          // AM_map.C
          //
          
          #define AMSTR_FOLLOWON "MODE POURSUITE ON"
          #define AMSTR_FOLLOWOFF "MODE POURSUITE OFF"
          
          #define AMSTR_GRIDON "GRILLE ON"
          #define AMSTR_GRIDOFF "GRILLE OFF"
          
          #define AMSTR_MARKEDSPOT "REPERE MARQUE "
          #define AMSTR_MARKSCLEARED "REPERES EFFACES "
          
          //
          // ST_stuff.C
          //
          
          #define STSTR_MUS "CHANGEMENT DE MUSIQUE "
          #define STSTR_NOMUS "IMPOSSIBLE SELECTION"
          #define STSTR_DQDON "INVULNERABILITE ON "
          #define STSTR_DQDOFF "INVULNERABILITE OFF"
          
          #define STSTR_KFAADDED "ARMEMENT MAXIMUM! "
          #define STSTR_FAADDED "ARMES (  SAUF CLEFS ) AJOUTEES"
          
          #define STSTR_NCON "BARRIERES ON"
          #define STSTR_NCOFF "BARRIERES OFF"
          
          #define STSTR_BEHOLD " inVuln,   Str,   Inviso,   Rad,   Allmap,   or Lite-amp"
          #define STSTR_BEHOLDX "AMELIORATION ACTIVEE"
          
          #define STSTR_CHOPPERS "... DOESN'T SUCK - GM"
          #define STSTR_CLEV "CHANGEMENT DE NIVEAU..."
          
          //
          // F_Finale.C
          //
          #define E1TEXT "APRES AVOIR VAINCU LES GROS MECHANTS\n"\
          "ET NETTOYE LA BASE LUNAIRE,   VOUS AVEZ\n"\
          "GAGNE,   NON? PAS VRAI? OU EST DONC VOTRE\n"\
          " RECOMPENSE ET VOTRE BILLET DE\n"\
          "RETOUR? QU'EST-QUE CA VEUT DIRE?CE"\
          "N'EST PAS LA FIN ESPEREE!\n"\
          "\n" \
          "CA SENT LA VIANDE PUTREFIEE,   MAIS\n"\
          "ON DIRAIT LA BASE DEIMOS. VOUS ETES\n"\
          "APPAREMMENT BLOQUE AUX PORTES DE L'ENFER.\n"\
          "LA SEULE ISSUE EST DE L'AUTRE COTE.\n"\
          "\n"\
          "POUR VIVRE LA SUITE DE DOOM,   JOUEZ\n"\
          "A 'AUX PORTES DE L'ENFER' ET A\n"\
          "L'EPISODE SUIVANT,   'L'ENFER'!\n"
          
          #define E2TEXT "VOUS AVEZ REUSSI. L'INFAME DEMON\n"\
          "QUI CONTROLAIT LA BASE LUNAIRE DE\n"\
          "DEIMOS EST MORT,   ET VOUS AVEZ\n"\
          "TRIOMPHE! MAIS... OU ETES-VOUS?\n"\
          "VOUS GRIMPEZ JUSQU'AU BORD DE LA\n"\
          "LUNE ET VOUS DECOUVREZ L'ATROCE\n"\
          "VERITE.\n" \
          "\n"\
          "DEIMOS EST AU-DESSUS DE L'ENFER!\n"\
          "VOUS SAVEZ QUE PERSONNE NE S'EN\n"\
          "EST JAMAIS ECHAPPE,   MAIS CES FUMIERS\n"\
          "VONT REGRETTER DE VOUS AVOIR CONNU!\n"\
          "VOUS REDESCENDEZ RAPIDEMENT VERS\n"\
          "LA SURFACE DE L'ENFER.\n"\
          "\n" \
          "VOICI MAINTENANT LE CHAPITRE FINAL DE\n"\
          "DOOM! -- L'ENFER."
          
          #define E3TEXT "LE DEMON ARACHNEEN ET REPUGNANT\n"\
          "QUI A DIRIGE L'INVASION DES BASES\n"\
          "LUNAIRES ET SEME LA MORT VIENT DE SE\n"\
          "FAIRE PULVERISER UNE FOIS POUR TOUTES.\n"\
          "\n"\
          "UNE PORTE SECRETE S'OUVRE. VOUS ENTREZ.\n"\
          "VOUS AVEZ PROUVE QUE VOUS POUVIEZ\n"\
          "RESISTER AUX HORREURS DE L'ENFER.\n"\
          "IL SAIT ETRE BEAU JOUEUR,   ET LORSQUE\n"\
          "VOUS SORTEZ,   VOUS REVOYEZ LES VERTES\n"\
          "PRAIRIES DE LA TERRE,   VOTRE PLANETE.\n"\
          "\n"\
          "VOUS VOUS DEMANDEZ CE QUI S'EST PASSE\n"\
          "SUR TERRE PENDANT QUE VOUS AVEZ\n"\
          "COMBATTU LE DEMON. HEUREUSEMENT,  \n"\
          "AUCUN GERME DU MAL N'A FRANCHI\n"\
          "CETTE PORTE AVEC VOUS..."
          
          
          
          // after level 6,   put this:
          
          #define C1TEXT "VOUS ETES AU PLUS PROFOND DE L'ASTROPORT\n" \
          "INFESTE DE MONSTRES,   MAIS QUELQUE CHOSE\n" \
          "NE VA PAS. ILS ONT APPORTE LEUR PROPRE\n" \
          "REALITE,   ET LA TECHNOLOGIE DE L'ASTROPORT\n" \
          "EST AFFECTEE PAR LEUR PRESENCE.\n" \
          "\n"\
          "DEVANT VOUS,   VOUS VOYEZ UN POSTE AVANCE\n" \
          "DE L'ENFER,   UNE ZONE FORTIFIEE. SI VOUS\n" \
          "POUVEZ PASSER,   VOUS POURREZ PENETRER AU\n" \
          "COEUR DE LA BASE HANTEE ET TROUVER \n" \
          "L'INTERRUPTEUR DE CONTROLE QUI GARDE LA \n" \
          "POPULATION DE LA TERRE EN OTAGE."
          
          // After level 11,   put this:
          
          #define C2TEXT "VOUS AVEZ GAGNE! VOTRE VICTOIRE A PERMIS\n" \
          "A L'HUMANITE D'EVACUER LA TERRE ET \n"\
          "D'ECHAPPER AU CAUCHEMAR. VOUS ETES \n"\
          "MAINTENANT LE DERNIER HUMAIN A LA SURFACE \n"\
          "DE LA PLANETE. VOUS ETES ENTOURE DE \n"\
          "MUTANTS CANNIBALES,   D'EXTRATERRESTRES \n"\
          "CARNIVORES ET D'ESPRITS DU MAL. VOUS \n"\
          "ATTENDEZ CALMEMENT LA MORT,   HEUREUX \n"\
          "D'AVOIR PU SAUVER VOTRE RACE.\n"\
          "MAIS UN MESSAGE VOUS PARVIENT SOUDAIN\n"\
          "DE L'ESPACE: \"NOS CAPTEURS ONT LOCALISE\n"\
          "LA SOURCE DE L'INVASION EXTRATERRESTRE.\n"\
          "SI VOUS Y ALLEZ,   VOUS POURREZ PEUT-ETRE\n"\
          "LES ARRETER. LEUR BASE EST SITUEE AU COEUR\n"\
          "DE VOTRE VILLE NATALE,   PRES DE L'ASTROPORT.\n"\
          "VOUS VOUS RELEVEZ LENTEMENT ET PENIBLEMENT\n"\
          "ET VOUS REPARTEZ POUR LE FRONT."
          
          // After level 20,   put this:
          
          #define C3TEXT "VOUS ETES AU COEUR DE LA CITE CORROMPUE,  \n"\
          "ENTOURE PAR LES CADAVRES DE VOS ENNEMIS.\n"\
          "VOUS NE VOYEZ PAS COMMENT DETRUIRE LA PORTE\n"\
          "DES CREATURES DE CE COTE. VOUS SERREZ\n"\
          "LES DENTS ET PLONGEZ DANS L'OUVERTURE.\n"\
          "\n"\
          "IL DOIT Y AVOIR UN MOYEN DE LA FERMER\n"\
          "DE L'AUTRE COTE. VOUS ACCEPTEZ DE\n"\
          "TRAVERSER L'ENFER POUR LE FAIRE?"
          
          // After level 29,   put this:
          
          #define C4TEXT "LE VISAGE HORRIBLE D'UN DEMON D'UNE\n"\
          "TAILLE INCROYABLE S'EFFONDRE DEVANT\n"\
          "VOUS LORSQUE VOUS TIREZ UNE SALVE DE\n"\
          "ROQUETTES DANS SON CERVEAU. LE MONSTRE\n"\
          "SE RATATINE,   SES MEMBRES DECHIQUETES\n"\
          "SE REPANDANT SUR DES CENTAINES DE\n"\
          "KILOMETRES A LA SURFACE DE L'ENFER.\n"\
          "\n"\
          "VOUS AVEZ REUSSI. L'INVASION N'AURA.\n"\
          "PAS LIEU. LA TERRE EST SAUVEE. L'ENFER\n"\
          "EST ANEANTI. EN VOUS DEMANDANT OU IRONT\n"\
          "MAINTENANT LES DAMNES,   VOUS ESSUYEZ\n"\
          "VOTRE FRONT COUVERT DE SUEUR ET REPARTEZ\n"\
          "VERS LA TERRE. SA RECONSTRUCTION SERA\n"\
          "BEAUCOUP PLUS DROLE QUE SA DESTRUCTION.\n"
          
          // Before level 31,   put this:
          
          #define C5TEXT "FELICITATIONS! VOUS AVEZ TROUVE LE\n"\
          "NIVEAU SECRET! IL SEMBLE AVOIR ETE\n"\
          "CONSTRUIT PAR LES HUMAINS. VOUS VOUS\n"\
          "DEMANDEZ QUELS PEUVENT ETRE LES\n"\
          "HABITANTS DE CE COIN PERDU DE L'ENFER."
          
          // Before level 32,   put this:
          
          #define C6TEXT "FELICITATIONS! VOUS AVEZ DECOUVERT\n"\
          "LE NIVEAU SUPER SECRET! VOUS FERIEZ\n"\
          "MIEUX DE FONCER DANS CELUI-LA!\n"
          
          //
          // Character cast strings F_FINALE.C
          //
          #define CC_ZOMBIE "ZOMBIE"
          #define CC_SHOTGUN "TYPE AU FUSIL"
          #define CC_HEAVY "MEC SUPER-ARME"
          #define CC_IMP "DIABLOTIN"
          #define CC_DEMON "DEMON"
          #define CC_LOST "AME PERDUE"
          #define CC_CACO "CACODEMON"
          #define CC_HELL "CHEVALIER DE L'ENFER"
          #define CC_BARON "BARON DE L'ENFER"
          #define CC_ARACH "ARACHNOTRON"
          #define CC_PAIN "ELEMENTAIRE DE LA DOULEUR"
          #define CC_REVEN "REVENANT"
          #define CC_MANCU "MANCUBUS"
          #define CC_ARCH "ARCHI-INFAME"
          #define CC_SPIDER "L'ARAIGNEE CERVEAU"
          #define CC_CYBER "LE CYBERDEMON"
          #define CC_HERO "NOTRE HEROS"
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------
          
          

d_items.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id:$";
          
          // We are referring to sprite numbers.
          #include "info.h"
          
          #ifdef __GNUG__
          #pragma implementation "d_items.h"
          #endif
          #include "d_items.h"
          
          
          //
          // PSPRITE ACTIONS for waepons.
          // This struct controls the weapon animations.
          //
          // Each entry is:
          // ammo/amunition type
          // upstate
          // downstate
          // readystate
          // atkstate,   i.e. attack/fire/hit frame
          // flashstate,   muzzle flash
          //
          weaponinfo_t weaponinfo[NUMWEAPONS] =
          {
           {
           // fist
           am_noammo,  
           S_PUNCHUP,  
           S_PUNCHDOWN,  
           S_PUNCH,  
           S_PUNCH1,  
           S_NULL
           },  
           {
           // pistol
           am_clip,  
           S_PISTOLUP,  
           S_PISTOLDOWN,  
           S_PISTOL,  
           S_PISTOL1,  
           S_PISTOLFLASH
           },  
           {
           // shotgun
           am_shell,  
           S_SGUNUP,  
           S_SGUNDOWN,  
           S_SGUN,  
           S_SGUN1,  
           S_SGUNFLASH1
           },  
           {
           // chaingun
           am_clip,  
           S_CHAINUP,  
           S_CHAINDOWN,  
           S_CHAIN,  
           S_CHAIN1,  
           S_CHAINFLASH1
           },  
           {
           // missile launcher
           am_misl,  
           S_MISSILEUP,  
           S_MISSILEDOWN,  
           S_MISSILE,  
           S_MISSILE1,  
           S_MISSILEFLASH1
           },  
           {
           // plasma rifle
           am_cell,  
           S_PLASMAUP,  
           S_PLASMADOWN,  
           S_PLASMA,  
           S_PLASMA1,  
           S_PLASMAFLASH1
           },  
           {
           // bfg 9000
           am_cell,  
           S_BFGUP,  
           S_BFGDOWN,  
           S_BFG,  
           S_BFG1,  
           S_BFGFLASH1
           },  
           {
           // chainsaw
           am_noammo,  
           S_SAWUP,  
           S_SAWDOWN,  
           S_SAW,  
           S_SAW1,  
           S_NULL
           },  
           {
           // super shotgun
           am_shell,  
           S_DSGUNUP,  
           S_DSGUNDOWN,  
           S_DSGUN,  
           S_DSGUN1,  
           S_DSGUNFLASH1
           },  
          };
          
          
          
          
          
          
          
          

d_items.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Items: key cards,   artifacts,   weapon,   ammunition.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __D_ITEMS__
          #define __D_ITEMS__
          
          #include "doomdef.h"
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          // Weapon info: sprite frames,   ammunition use.
          typedef struct
          {
           ammotype_t ammo;
           int upstate;
           int downstate;
           int readystate;
           int atkstate;
           int flashstate;
          
          } weaponinfo_t;
          
          extern weaponinfo_t weaponinfo[NUMWEAPONS];
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

d_main.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // DOOM main program (  D_DoomMain ) and game loop (  D_DoomLoop ),  
          // plus functions to determine game mode (  shareware,   registered ),  
          // parse command line parameters,   configure game parameters (  turbo ),  
          // and call the startup functions.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char rcsid[] = "$Id: d_main.c,  v 1.8 1997/02/03 22:45:09 b1 Exp $";
          
          #define BGCOLOR 7
          #define FGCOLOR 8
          
          
          #ifdef NORMALUNIX
          #include <stdio.h>
          #include <stdlib.h>
          #include <unistd.h>
          #include <sys/types.h>
          #include <sys/stat.h>
          #include <fcntl.h>
          #endif
          
          
          #include "doomdef.h"
          #include "doomstat.h"
          
          #include "dstrings.h"
          #include "sounds.h"
          
          
          #include "z_zone.h"
          #include "w_wad.h"
          #include "s_sound.h"
          #include "v_video.h"
          
          #include "f_finale.h"
          #include "f_wipe.h"
          
          #include "m_argv.h"
          #include "m_misc.h"
          #include "m_menu.h"
          
          #include "i_system.h"
          #include "i_sound.h"
          #include "i_video.h"
          
          #include "g_game.h"
          
          #include "hu_stuff.h"
          #include "wi_stuff.h"
          #include "st_stuff.h"
          #include "am_map.h"
          
          #include "p_setup.h"
          #include "r_local.h"
          
          
          #include "d_main.h"
          
          //
          // D-DoomLoop(   )
          // Not a globally visible function,  
          // just included for source reference,  
          // called by D_DoomMain,   never exits.
          // Manages timing and IO,  
          // calls all ?_Responder,   ?_Ticker,   and ?_Drawer,  
          // calls I_GetTime,   I_StartFrame,   and I_StartTic
          //
      89  void D_DoomLoop (  void );
          
          
          char* wadfiles[MAXWADFILES];
          
          
          boolean devparm; // started game with -devparm
          boolean nomonsters; // checkparm of -nomonsters
          boolean respawnparm; // checkparm of -respawn
          boolean fastparm; // checkparm of -fast
          
          boolean drone;
          
          boolean singletics = false; // debug flag to cancel adaptiveness
          
          
          
          //extern int soundVolume;
          //extern int sfxVolume;
          //extern int musicVolume;
          
          extern boolean inhelpscreens;
          
          skill_t startskill;
          int startepisode;
          int startmap;
          boolean autostart;
          
          FILE* debugfile;
          
          boolean advancedemo;
          
          
          
          
          char wadfile[1024]; // primary wad file
          char mapdir[1024]; // directory of development maps
          char basedefault[1024]; // default file
          
          
     129  void D_CheckNetGame (  void );
     130  void D_ProcessEvents (  void );
     131  void G_BuildTiccmd (  ticcmd_t* cmd );
     132  void D_DoAdvanceDemo (  void );
          
          
          //
          // EVENT HANDLING
          //
          // Events are asynchronous inputs generally generated by the game user.
          // Events can be discarded if no responder claims them
          //
          event_t events[MAXEVENTS];
          int eventhead;
          int eventtail;
          
          
          //
          // D_PostEvent
          // Called by the I/O functions when input is detected
          //
     150  void D_PostEvent (  event_t* ev )
          {
           events[eventhead] = *ev;
           eventhead = (  ++eventhead )&(  MAXEVENTS-1 );
          }
          
          
          //
          // D_ProcessEvents
          // Send all the events of the given timestamp down the responder chain
          //
     161  void D_ProcessEvents (  void )
          {
           event_t* ev;
          
           // IF STORE DEMO,   DO NOT ACCEPT INPUT
           if (   (   gamemode == commercial  )
           && (  W_CheckNumForName(  "map01" )<0 )  )
           return;
          
           for (   ; eventtail != eventhead ; eventtail = (  ++eventtail )&(  MAXEVENTS-1 )  )
           {
           ev = &events[eventtail];
           if (  M_Responder (  ev ) )
           continue; // menu ate the event
           G_Responder (  ev );
           }
          }
          
          
          
          
          //
          // D_Display
          // draw current display,   possibly wiping it from the previous
          //
          
          // wipegamestate can be set to -1 to force a wipe on the next draw
          gamestate_t wipegamestate = GS_DEMOSCREEN;
          extern boolean setsizeneeded;
          extern int showMessages;
     191  void R_ExecuteSetViewSize (  void );
          
     193  void D_Display (  void )
          {
           static boolean viewactivestate = false;
           static boolean menuactivestate = false;
           static boolean inhelpscreensstate = false;
           static boolean fullscreen = false;
           static gamestate_t oldgamestate = -1;
           static int borderdrawcount;
           int nowtime;
           int tics;
           int wipestart;
           int y;
           boolean done;
           boolean wipe;
           boolean redrawsbar;
          
           if (  nodrawers )
           return; // for comparative timing / profiling
          
           redrawsbar = false;
          
           // change the view size if needed
           if (  setsizeneeded )
           {
           R_ExecuteSetViewSize (   );
           oldgamestate = -1; // force background redraw
           borderdrawcount = 3;
           }
          
           // save the current screen if about to wipe
           if (  gamestate != wipegamestate )
           {
           wipe = true;
           wipe_StartScreen(  0,   0,   SCREENWIDTH,   SCREENHEIGHT );
           }
           else
           wipe = false;
          
           if (  gamestate == GS_LEVEL && gametic )
           HU_Erase(   );
          
           // do buffered drawing
           switch (  gamestate )
           {
           case GS_LEVEL:
           if (  !gametic )
           break;
           if (  automapactive )
           AM_Drawer (   );
           if (  wipe || (  viewheight != 200 && fullscreen )  )
           redrawsbar = true;
           if (  inhelpscreensstate && !inhelpscreens )
           redrawsbar = true; // just put away the help screen
           ST_Drawer (  viewheight == 200,   redrawsbar  );
           fullscreen = viewheight == 200;
           break;
          
           case GS_INTERMISSION:
           WI_Drawer (   );
           break;
          
           case GS_FINALE:
           F_Drawer (   );
           break;
          
           case GS_DEMOSCREEN:
           D_PageDrawer (   );
           break;
           }
          
           // draw buffered stuff to screen
           I_UpdateNoBlit (   );
          
           // draw the view directly
           if (  gamestate == GS_LEVEL && !automapactive && gametic )
           R_RenderPlayerView (  &players[displayplayer] );
          
           if (  gamestate == GS_LEVEL && gametic )
           HU_Drawer (   );
          
           // clean up border stuff
           if (  gamestate != oldgamestate && gamestate != GS_LEVEL )
           I_SetPalette (  W_CacheLumpName (  "PLAYPAL",  PU_CACHE ) );
          
           // see if the border needs to be initially drawn
           if (  gamestate == GS_LEVEL && oldgamestate != GS_LEVEL )
           {
           viewactivestate = false; // view was not active
           R_FillBackScreen (   ); // draw the pattern into the back screen
           }
          
           // see if the border needs to be updated to the screen
           if (  gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320 )
           {
           if (  menuactive || menuactivestate || !viewactivestate )
           borderdrawcount = 3;
           if (  borderdrawcount )
           {
           R_DrawViewBorder (   ); // erase old menu stuff
           borderdrawcount--;
           }
          
           }
          
           menuactivestate = menuactive;
           viewactivestate = viewactive;
           inhelpscreensstate = inhelpscreens;
           oldgamestate = wipegamestate = gamestate;
          
           // draw pause pic
           if (  paused )
           {
           if (  automapactive )
           y = 4;
           else
           y = viewwindowy+4;
           V_DrawPatchDirect(  viewwindowx+(  scaledviewwidth-68 )/2,  
           y,  0,  W_CacheLumpName (  "M_PAUSE",   PU_CACHE ) );
           }
          
          
           // menus go directly to the screen
           M_Drawer (   ); // menu is drawn even on top of everything
           NetUpdate (   ); // send out any new accumulation
          
          
           // normal update
           if (  !wipe )
           {
           I_FinishUpdate (   ); // page flip or blit buffer
           return;
           }
          
           // wipe update
           wipe_EndScreen(  0,   0,   SCREENWIDTH,   SCREENHEIGHT );
          
           wipestart = I_GetTime (   ) - 1;
          
           do
           {
           do
           {
           nowtime = I_GetTime (   );
           tics = nowtime - wipestart;
           } while (  !tics );
           wipestart = nowtime;
           done = wipe_ScreenWipe(  wipe_Melt
           ,   0,   0,   SCREENWIDTH,   SCREENHEIGHT,   tics );
           I_UpdateNoBlit (   );
           M_Drawer (   ); // menu is drawn even on top of wipes
           I_FinishUpdate (   ); // page flip or blit buffer
           } while (  !done );
          }
          
          
          
          //
          // D_DoomLoop
          //
          extern boolean demorecording;
          
     354  void D_DoomLoop (  void )
          {
           if (  demorecording )
           G_BeginRecording (   );
          
           if (  M_CheckParm (  "-debugfile" ) )
           {
           char filename[20];
           sprintf (  filename,  "debug%i.txt",  consoleplayer );
           printf (  "debug output to: %s\n",  filename );
           debugfile = fopen (  filename,  "w" );
           }
          
           I_InitGraphics (   );
          
           while (  1 )
           {
           // frame syncronous IO operations
           I_StartFrame (   );
          
           // process one or more tics
           if (  singletics )
           {
           I_StartTic (   );
           D_ProcessEvents (   );
           G_BuildTiccmd (  &netcmds[consoleplayer][maketic%BACKUPTICS] );
           if (  advancedemo )
           D_DoAdvanceDemo (   );
           M_Ticker (   );
           G_Ticker (   );
           gametic++;
           maketic++;
           }
           else
           {
           TryRunTics (   ); // will run at least one tic
           }
          
           S_UpdateSounds (  players[consoleplayer].mo );// move positional sounds
          
           // Update display,   next frame,   with current state.
           D_Display (   );
          
          #ifndef SNDSERV
           // Sound mixing for the buffer is snychronous.
           I_UpdateSound(   );
          #endif
           // Synchronous sound output is explicitly called.
          #ifndef SNDINTR
           // Update sound output.
           I_SubmitSound(   );
          #endif
           }
          }
          
          
          
          //
          // DEMO LOOP
          //
          int demosequence;
          int pagetic;
          char *pagename;
          
          
          //
          // D_PageTicker
          // Handles timing for warped projection
          //
     423  void D_PageTicker (  void )
          {
           if (  --pagetic < 0 )
           D_AdvanceDemo (   );
          }
          
          
          
          //
          // D_PageDrawer
          //
     434  void D_PageDrawer (  void )
          {
           V_DrawPatch (  0,  0,   0,   W_CacheLumpName(  pagename,   PU_CACHE ) );
          }
          
          
          //
          // D_AdvanceDemo
          // Called after each demo or intro demosequence finishes
          //
     444  void D_AdvanceDemo (  void )
          {
           advancedemo = true;
          }
          
          
          //
          // This cycles through the demo sequences.
          // FIXME - version dependend demo numbers?
          //
     454   void D_DoAdvanceDemo (  void )
          {
           players[consoleplayer].playerstate = PST_LIVE; // not reborn
           advancedemo = false;
           usergame = false; // no save / end game here
           paused = false;
           gameaction = ga_nothing;
          
           if (   gamemode == retail  )
           demosequence = (  demosequence+1 )%7;
           else
           demosequence = (  demosequence+1 )%6;
          
           switch (  demosequence )
           {
           case 0:
           if (   gamemode == commercial  )
           pagetic = 35 * 11;
           else
           pagetic = 170;
           gamestate = GS_DEMOSCREEN;
           pagename = "TITLEPIC";
           if (   gamemode == commercial  )
           S_StartMusic(  mus_dm2ttl );
           else
           S_StartMusic (  mus_intro );
           break;
           case 1:
           G_DeferedPlayDemo (  "demo1" );
           break;
           case 2:
           pagetic = 200;
           gamestate = GS_DEMOSCREEN;
           pagename = "CREDIT";
           break;
           case 3:
           G_DeferedPlayDemo (  "demo2" );
           break;
           case 4:
           gamestate = GS_DEMOSCREEN;
           if (   gamemode == commercial )
           {
           pagetic = 35 * 11;
           pagename = "TITLEPIC";
           S_StartMusic(  mus_dm2ttl );
           }
           else
           {
           pagetic = 200;
          
           if (   gamemode == retail  )
           pagename = "CREDIT";
           else
           pagename = "HELP2";
           }
           break;
           case 5:
           G_DeferedPlayDemo (  "demo3" );
           break;
           // THE DEFINITIVE DOOM Special Edition demo
           case 6:
           G_DeferedPlayDemo (  "demo4" );
           break;
           }
          }
          
          
          
          //
          // D_StartTitle
          //
     525  void D_StartTitle (  void )
          {
           gameaction = ga_nothing;
           demosequence = -1;
           D_AdvanceDemo (   );
          }
          
          
          
          
          // print title for every printed line
          char title[128];
          
          
          
          //
          // D_AddFile
          //
     543  void D_AddFile (  char *file )
          {
           int numwadfiles;
           char *newfile;
          
           for (  numwadfiles = 0 ; wadfiles[numwadfiles] ; numwadfiles++ )
           ;
          
           newfile = malloc (  strlen(  file )+1 );
           strcpy (  newfile,   file );
          
           wadfiles[numwadfiles] = newfile;
          }
          
          //
          // IdentifyVersion
          // Checks availability of IWAD files by name,  
          // to determine whether registered/commercial features
          // should be executed (  notably loading PWAD's ).
          //
     563  void IdentifyVersion (  void )
          {
          
           char* doom1wad;
           char* doomwad;
           char* doomuwad;
           char* doom2wad;
          
           char* doom2fwad;
           char* plutoniawad;
           char* tntwad;
          
          #ifdef NORMALUNIX
           char *home;
           char *doomwaddir;
           doomwaddir = getenv(  "DOOMWADDIR" );
           if (  !doomwaddir )
           doomwaddir = ".";
          
           // Commercial.
           doom2wad = malloc(  strlen(  doomwaddir )+1+9+1 );
           sprintf(  doom2wad,   "%s/doom2.wad",   doomwaddir );
          
           // Retail.
           doomuwad = malloc(  strlen(  doomwaddir )+1+8+1 );
           sprintf(  doomuwad,   "%s/doomu.wad",   doomwaddir );
          
           // Registered.
           doomwad = malloc(  strlen(  doomwaddir )+1+8+1 );
           sprintf(  doomwad,   "%s/doom.wad",   doomwaddir );
          
           // Shareware.
           doom1wad = malloc(  strlen(  doomwaddir )+1+9+1 );
           sprintf(  doom1wad,   "%s/doom1.wad",   doomwaddir );
          
           // Bug,   dear Shawn.
           // Insufficient malloc,   caused spurious realloc errors.
           plutoniawad = malloc(  strlen(  doomwaddir )+1+/*9*/12+1 );
           sprintf(  plutoniawad,   "%s/plutonia.wad",   doomwaddir );
          
           tntwad = malloc(  strlen(  doomwaddir )+1+9+1 );
           sprintf(  tntwad,   "%s/tnt.wad",   doomwaddir );
          
          
           // French stuff.
           doom2fwad = malloc(  strlen(  doomwaddir )+1+10+1 );
           sprintf(  doom2fwad,   "%s/doom2f.wad",   doomwaddir );
          
           home = getenv(  "HOME" );
           if (  !home )
           I_Error(  "Please set $HOME to your home directory" );
           sprintf(  basedefault,   "%s/.doomrc",   home );
          #endif
          
           if (  M_CheckParm (  "-shdev" ) )
           {
           gamemode = shareware;
           devparm = true;
           D_AddFile (  DEVDATA"doom1.wad" );
           D_AddFile (  DEVMAPS"data_se/texture1.lmp" );
           D_AddFile (  DEVMAPS"data_se/pnames.lmp" );
           strcpy (  basedefault,  DEVDATA"default.cfg" );
           return;
           }
          
           if (  M_CheckParm (  "-regdev" ) )
           {
           gamemode = registered;
           devparm = true;
           D_AddFile (  DEVDATA"doom.wad" );
           D_AddFile (  DEVMAPS"data_se/texture1.lmp" );
           D_AddFile (  DEVMAPS"data_se/texture2.lmp" );
           D_AddFile (  DEVMAPS"data_se/pnames.lmp" );
           strcpy (  basedefault,  DEVDATA"default.cfg" );
           return;
           }
          
           if (  M_CheckParm (  "-comdev" ) )
           {
           gamemode = commercial;
           devparm = true;
           /* I don't bother
           if(  plutonia )
           D_AddFile (  DEVDATA"plutonia.wad" );
           else if(  tnt )
           D_AddFile (  DEVDATA"tnt.wad" );
           else*/
           D_AddFile (  DEVDATA"doom2.wad" );
          
           D_AddFile (  DEVMAPS"cdata/texture1.lmp" );
           D_AddFile (  DEVMAPS"cdata/pnames.lmp" );
           strcpy (  basedefault,  DEVDATA"default.cfg" );
           return;
           }
          
           if (   !access (  doom2fwad,  R_OK )  )
           {
           gamemode = commercial;
           // C'est ridicule!
           // Let's handle languages in config files,   okay?
           language = french;
           printf(  "French version\n" );
           D_AddFile (  doom2fwad );
           return;
           }
          
           if (   !access (  doom2wad,  R_OK )  )
           {
           gamemode = commercial;
           D_AddFile (  doom2wad );
           return;
           }
          
           if (   !access (  plutoniawad,   R_OK  )  )
           {
           gamemode = commercial;
           D_AddFile (  plutoniawad );
           return;
           }
          
           if (   !access (   tntwad,   R_OK  )  )
           {
           gamemode = commercial;
           D_AddFile (  tntwad );
           return;
           }
          
           if (   !access (  doomuwad,  R_OK )  )
           {
           gamemode = retail;
           D_AddFile (  doomuwad );
           return;
           }
          
           if (   !access (  doomwad,  R_OK )  )
           {
           gamemode = registered;
           D_AddFile (  doomwad );
           return;
           }
          
           if (   !access (  doom1wad,  R_OK )  )
           {
           gamemode = shareware;
           D_AddFile (  doom1wad );
           return;
           }
          
           printf(  "Game mode indeterminate.\n" );
           gamemode = indetermined;
          
           // We don't abort. Let's see what the PWAD contains.
           //exit(  1 );
           //I_Error (  "Game mode indeterminate\n" );
          }
          
          //
          // Find a Response File
          //
     722  void FindResponseFile (  void )
          {
           int i;
          #define MAXARGVS 100
          
           for (  i = 1;i < myargc;i++ )
           if (  myargv[i][0] == '@' )
           {
           FILE * handle;
           int size;
           int k;
           int index;
           int indexinfile;
           char *infile;
           char *file;
           char *moreargs[20];
           char *firstargv;
          
           // READ THE RESPONSE FILE INTO MEMORY
           handle = fopen (  &myargv[i][1],  "rb" );
           if (  !handle )
           {
           printf (  "\nNo such response file!" );
           exit(  1 );
           }
           printf(  "Found response file %s!\n",  &myargv[i][1] );
           fseek (  handle,  0,  SEEK_END );
           size = ftell(  handle );
           fseek (  handle,  0,  SEEK_SET );
           file = malloc (  size );
           fread (  file,  size,  1,  handle );
           fclose (  handle );
          
           // KEEP ALL CMDLINE ARGS FOLLOWING @RESPONSEFILE ARG
           for (  index = 0,  k = i+1; k < myargc; k++ )
           moreargs[index++] = myargv[k];
          
           firstargv = myargv[0];
           myargv = malloc(  sizeof(  char * )*MAXARGVS );
           memset(  myargv,  0,  sizeof(  char * )*MAXARGVS );
           myargv[0] = firstargv;
          
           infile = file;
           indexinfile = k = 0;
           indexinfile++; // SKIP PAST ARGV[0] (  KEEP IT )
           do
           {
           myargv[indexinfile++] = infile+k;
           while(  k < size &&
           (  (  *(  infile+k )>= ' '+1 ) && (  *(  infile+k )<='z' ) ) )
           k++;
           *(  infile+k ) = 0;
           while(  k < size &&
           (  (  *(  infile+k )<= ' ' ) || (  *(  infile+k )>'z' ) ) )
           k++;
           } while(  k < size );
          
           for (  k = 0;k < index;k++ )
           myargv[indexinfile++] = moreargs[k];
           myargc = indexinfile;
          
           // DISPLAY ARGS
           printf(  "%d command-line args:\n",  myargc );
           for (  k=1;k<myargc;k++ )
           printf(  "%s\n",  myargv[k] );
          
           break;
           }
          }
          
          
          //
          // D_DoomMain
          //
     796  void D_DoomMain (  void )
          {
           int p;
           char file[256];
          
           FindResponseFile (   );
          
           IdentifyVersion (   );
          
           setbuf (  stdout,   NULL );
           modifiedgame = false;
          
           nomonsters = M_CheckParm (  "-nomonsters" );
           respawnparm = M_CheckParm (  "-respawn" );
           fastparm = M_CheckParm (  "-fast" );
           devparm = M_CheckParm (  "-devparm" );
           if (  M_CheckParm (  "-altdeath" ) )
           deathmatch = 2;
           else if (  M_CheckParm (  "-deathmatch" ) )
           deathmatch = 1;
          
           switch (   gamemode  )
           {
           case retail:
           sprintf (  title,  
           " "
           "The Ultimate DOOM Startup v%i.%i"
           " ",  
           VERSION/100,  VERSION%100 );
           break;
           case shareware:
           sprintf (  title,  
           " "
           "DOOM Shareware Startup v%i.%i"
           " ",  
           VERSION/100,  VERSION%100 );
           break;
           case registered:
           sprintf (  title,  
           " "
           "DOOM Registered Startup v%i.%i"
           " ",  
           VERSION/100,  VERSION%100 );
           break;
           case commercial:
           sprintf (  title,  
           " "
           "DOOM 2: Hell on Earth v%i.%i"
           " ",  
           VERSION/100,  VERSION%100 );
           break;
          /*FIXME
           case pack_plut:
           sprintf (  title,  
           " "
           "DOOM 2: Plutonia Experiment v%i.%i"
           " ",  
           VERSION/100,  VERSION%100 );
           break;
           case pack_tnt:
           sprintf (  title,  
           " "
           "DOOM 2: TNT - Evilution v%i.%i"
           " ",  
           VERSION/100,  VERSION%100 );
           break;
          */
           default:
           sprintf (  title,  
           " "
           "Public DOOM - v%i.%i"
           " ",  
           VERSION/100,  VERSION%100 );
           break;
           }
          
           printf (  "%s\n",  title );
          
           if (  devparm )
           printf(  D_DEVSTR );
          
           if (  M_CheckParm(  "-cdrom" ) )
           {
           printf(  D_CDROM );
           mkdir(  "c:\\doomdata",  0 );
           strcpy (  basedefault,  "c:/doomdata/default.cfg" );
           }
          
           // turbo option
           if (   (  p=M_CheckParm (  "-turbo" ) )  )
           {
           int scale = 200;
           extern int forwardmove[2];
           extern int sidemove[2];
          
           if (  p<myargc-1 )
           scale = atoi (  myargv[p+1] );
           if (  scale < 10 )
           scale = 10;
           if (  scale > 400 )
           scale = 400;
           printf (  "turbo scale: %i%%\n",  scale );
           forwardmove[0] = forwardmove[0]*scale/100;
           forwardmove[1] = forwardmove[1]*scale/100;
           sidemove[0] = sidemove[0]*scale/100;
           sidemove[1] = sidemove[1]*scale/100;
           }
          
           // add any files specified on the command line with -file wadfile
           // to the wad list
           //
           // convenience hack to allow -wart e m to add a wad file
           // prepend a tilde to the filename so wadfile will be reloadable
           p = M_CheckParm (  "-wart" );
           if (  p )
           {
           myargv[p][4] = 'p'; // big hack,   change to -warp
          
           // Map name handling.
           switch (  gamemode  )
           {
           case shareware:
           case retail:
           case registered:
           sprintf (  file,  "~"DEVMAPS"E%cM%c.wad",  
           myargv[p+1][0],   myargv[p+2][0] );
           printf(  "Warping to Episode %s,   Map %s.\n",  
           myargv[p+1],  myargv[p+2] );
           break;
          
           case commercial:
           default:
           p = atoi (  myargv[p+1] );
           if (  p<10 )
           sprintf (  file,  "~"DEVMAPS"cdata/map0%i.wad",   p );
           else
           sprintf (  file,  "~"DEVMAPS"cdata/map%i.wad",   p );
           break;
           }
           D_AddFile (  file );
           }
          
           p = M_CheckParm (  "-file" );
           if (  p )
           {
           // the parms after p are wadfile/lump names,  
           // until end of parms or another - preceded parm
           modifiedgame = true; // homebrew levels
           while (  ++p != myargc && myargv[p][0] != '-' )
           D_AddFile (  myargv[p] );
           }
          
           p = M_CheckParm (  "-playdemo" );
          
           if (  !p )
           p = M_CheckParm (  "-timedemo" );
          
           if (  p && p < myargc-1 )
           {
           sprintf (  file,  "%s.lmp",   myargv[p+1] );
           D_AddFile (  file );
           printf(  "Playing demo %s.lmp.\n",  myargv[p+1] );
           }
          
           // get skill / episode / map from parms
           startskill = sk_medium;
           startepisode = 1;
           startmap = 1;
           autostart = false;
          
          
           p = M_CheckParm (  "-skill" );
           if (  p && p < myargc-1 )
           {
           startskill = myargv[p+1][0]-'1';
           autostart = true;
           }
          
           p = M_CheckParm (  "-episode" );
           if (  p && p < myargc-1 )
           {
           startepisode = myargv[p+1][0]-'0';
           startmap = 1;
           autostart = true;
           }
          
           p = M_CheckParm (  "-timer" );
           if (  p && p < myargc-1 && deathmatch )
           {
           int time;
           time = atoi(  myargv[p+1] );
           printf(  "Levels will end after %d minute",  time );
           if (  time>1 )
           printf(  "s" );
           printf(  ".\n" );
           }
          
           p = M_CheckParm (  "-avg" );
           if (  p && p < myargc-1 && deathmatch )
           printf(  "Austin Virtual Gaming: Levels will end after 20 minutes\n" );
          
           p = M_CheckParm (  "-warp" );
           if (  p && p < myargc-1 )
           {
           if (  gamemode == commercial )
           startmap = atoi (  myargv[p+1] );
           else
           {
           startepisode = myargv[p+1][0]-'0';
           startmap = myargv[p+2][0]-'0';
           }
           autostart = true;
           }
          
           // init subsystems
           printf (  "V_Init: allocate screens.\n" );
           V_Init (   );
          
           printf (  "M_LoadDefaults: Load system defaults.\n" );
           M_LoadDefaults (   ); // load before initing other systems
          
           printf (  "Z_Init: Init zone memory allocation daemon. \n" );
           Z_Init (   );
          
           printf (  "W_Init: Init WADfiles.\n" );
           W_InitMultipleFiles (  wadfiles );
          
          
           // Check for -file in shareware
           if (  modifiedgame )
           {
           // These are the lumps that will be checked in IWAD,  
           // if any one is not present,   execution will be aborted.
           char name[23][8]=
           {
           "e2m1",  "e2m2",  "e2m3",  "e2m4",  "e2m5",  "e2m6",  "e2m7",  "e2m8",  "e2m9",  
           "e3m1",  "e3m3",  "e3m3",  "e3m4",  "e3m5",  "e3m6",  "e3m7",  "e3m8",  "e3m9",  
           "dphoof",  "bfgga0",  "heada1",  "cybra1",  "spida1d1"
           };
           int i;
          
           if (   gamemode == shareware )
           I_Error(  "\nYou cannot -file with the shareware "
           "version. Register!" );
          
           // Check for fake IWAD with right name,  
           // but w/o all the lumps of the registered version.
           if (  gamemode == registered )
           for (  i = 0;i < 23; i++ )
           if (  W_CheckNumForName(  name[i] )<0 )
           I_Error(  "\nThis is not the registered version." );
           }
          
           // Iff additonal PWAD files are used,   print modified banner
           if (  modifiedgame )
           {
           /*m*/printf (  
           "===========================================================================\n"
           "ATTENTION: This version of DOOM has been modified. If you would like to\n"
           "get a copy of the original game,   call 1-800-IDGAMES or see the readme file.\n"
           " You will not receive technical support for modified games.\n"
           " press enter to continue\n"
           "===========================================================================\n"
            );
           getchar (   );
           }
          
          
           // Check and print which version is executed.
           switch (   gamemode  )
           {
           case shareware:
           case indetermined:
           printf (  
           "===========================================================================\n"
           " Shareware!\n"
           "===========================================================================\n"
            );
           break;
           case registered:
           case retail:
           case commercial:
           printf (  
           "===========================================================================\n"
           " Commercial product - do not distribute!\n"
           " Please report software piracy to the SPA: 1-800-388-PIR8\n"
           "===========================================================================\n"
            );
           break;
          
           default:
           // Ouch.
           break;
           }
          
           printf (  "M_Init: Init miscellaneous info.\n" );
           M_Init (   );
          
           printf (  "R_Init: Init DOOM refresh daemon - " );
           R_Init (   );
          
           printf (  "\nP_Init: Init Playloop state.\n" );
           P_Init (   );
          
           printf (  "I_Init: Setting up machine state.\n" );
           I_Init (   );
          
           printf (  "D_CheckNetGame: Checking network game status.\n" );
           D_CheckNetGame (   );
          
           printf (  "S_Init: Setting up sound.\n" );
           S_Init (  snd_SfxVolume /* *8 */,   snd_MusicVolume /* *8*/  );
          
           printf (  "HU_Init: Setting up heads up display.\n" );
           HU_Init (   );
          
           printf (  "ST_Init: Init status bar.\n" );
           ST_Init (   );
          
           // check for a driver that wants intermission stats
           p = M_CheckParm (  "-statcopy" );
           if (  p && p<myargc-1 )
           {
           // for statistics driver
           extern void* statcopy;
          
           statcopy = (  void* )atoi(  myargv[p+1] );
           printf (  "External statistics registered.\n" );
           }
          
           // start the apropriate game based on parms
           p = M_CheckParm (  "-record" );
          
           if (  p && p < myargc-1 )
           {
           G_RecordDemo (  myargv[p+1] );
           autostart = true;
           }
          
           p = M_CheckParm (  "-playdemo" );
           if (  p && p < myargc-1 )
           {
           singledemo = true; // quit after one demo
           G_DeferedPlayDemo (  myargv[p+1] );
           D_DoomLoop (   ); // never returns
           }
          
           p = M_CheckParm (  "-timedemo" );
           if (  p && p < myargc-1 )
           {
           G_TimeDemo (  myargv[p+1] );
           D_DoomLoop (   ); // never returns
           }
          
           p = M_CheckParm (  "-loadgame" );
           if (  p && p < myargc-1 )
           {
           if (  M_CheckParm(  "-cdrom" ) )
           sprintf(  file,   "c:\\doomdata\\"SAVEGAMENAME"%c.dsg",  myargv[p+1][0] );
           else
           sprintf(  file,   SAVEGAMENAME"%c.dsg",  myargv[p+1][0] );
           G_LoadGame (  file );
           }
          
          
           if (   gameaction != ga_loadgame  )
           {
           if (  autostart || netgame )
           G_InitNew (  startskill,   startepisode,   startmap );
           else
           D_StartTitle (   ); // start up intro loop
          
           }
          
           D_DoomLoop (   ); // never returns
          }

d_main.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // System specific interface stuff.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __D_MAIN__
          #define __D_MAIN__
          
          #include "d_event.h"
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          
          #define MAXWADFILES 20
          extern char* wadfiles[MAXWADFILES];
          
      39  void D_AddFile (  char *file );
          
          
          
          //
          // D_DoomMain(   )
          // Not a globally visible function,   just included for source reference,  
          // calls all startup code,   parses command line options.
          // If not overrided by user input,   calls N_AdvanceDemo.
          //
      49  void D_DoomMain (  void );
          
          // Called by IO functions when input is detected.
      52  void D_PostEvent (  event_t* ev );
          
          
          
          //
          // BASE LEVEL
          //
      59  void D_PageTicker (  void );
      60  void D_PageDrawer (  void );
      61  void D_AdvanceDemo (  void );
      62  void D_StartTitle (  void );
          
          #endif

d_net.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // DOOM Network game communication and protocol,  
          // all OS independend parts.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char rcsid[] = "$Id: d_net.c,  v 1.3 1997/02/03 22:01:47 b1 Exp $";
          
          
          #include "m_menu.h"
          #include "i_system.h"
          #include "i_video.h"
          #include "i_net.h"
          #include "g_game.h"
          #include "doomdef.h"
          #include "doomstat.h"
          
          #define NCMD_EXIT 0x80000000
          #define NCMD_RETRANSMIT 0x40000000
          #define NCMD_SETUP 0x20000000
          #define NCMD_KILL 0x10000000 // kill game
          #define NCMD_CHECKSUM 0x0fffffff
          
          
          doomcom_t* doomcom;
          doomdata_t* netbuffer; // points inside doomcom
          
          
          //
          // NETWORKING
          //
          // gametic is the tic about to (  or currently being ) run
          // maketic is the tick that hasn't had control made for it yet
          // nettics[] has the maketics for all players
          //
          // a gametic cannot be run until nettics[] > gametic for all players
          //
          #define RESENDCOUNT 10
          #define PL_DRONE 0x80 // bit flag in doomdata->player
          
          ticcmd_t localcmds[BACKUPTICS];
          
          ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
          int nettics[MAXNETNODES];
          boolean nodeingame[MAXNETNODES]; // set false as nodes leave game
          boolean remoteresend[MAXNETNODES]; // set when local needs tics
          int resendto[MAXNETNODES]; // set when remote needs tics
          int resendcount[MAXNETNODES];
          
          int nodeforplayer[MAXPLAYERS];
          
          int maketic;
          int lastnettic;
          int skiptics;
          int ticdup;
          int maxsend; // BACKUPTICS/(  2*ticdup )-1
          
          
      78  void D_ProcessEvents (  void );
      79  void G_BuildTiccmd (  ticcmd_t *cmd );
      80  void D_DoAdvanceDemo (  void );
          
          boolean reboundpacket;
          doomdata_t reboundstore;
          
          
          
          //
          //
          //
      90  int NetbufferSize (  void )
          {
           return (  int )&(  (  (  doomdata_t * )0 )->cmds[netbuffer->numtics] );
          }
          
          //
          // Checksum
          //
      98  unsigned NetbufferChecksum (  void )
          {
           unsigned c;
           int i,  l;
          
           c = 0x1234567;
          
           // FIXME -endianess?
          #ifdef NORMALUNIX
           return 0; // byte order problems
          #endif
          
           l = (  NetbufferSize (   ) - (  int )&(  (  (  doomdata_t * )0 )->retransmitfrom ) )/4;
           for (  i=0 ; i<l ; i++ )
           c += (  (  unsigned * )&netbuffer->retransmitfrom )[i] * (  i+1 );
          
           return c & NCMD_CHECKSUM;
          }
          
          //
          //
          //
     120  int ExpandTics (  int low )
          {
           int delta;
          
           delta = low - (  maketic&0xff );
          
           if (  delta >= -64 && delta <= 64 )
           return (  maketic&~0xff ) + low;
           if (  delta > 64 )
           return (  maketic&~0xff ) - 256 + low;
           if (  delta < -64 )
           return (  maketic&~0xff ) + 256 + low;
          
           I_Error (  "ExpandTics: strange value %i at maketic %i",  low,  maketic );
           return 0;
          }
          
          
          
          //
          // HSendPacket
          //
          void
     143  HSendPacket
           (  int node,  
           int flags  )
          {
           netbuffer->checksum = NetbufferChecksum (   ) | flags;
          
           if (  !node )
           {
           reboundstore = *netbuffer;
           reboundpacket = true;
           return;
           }
          
           if (  demoplayback )
           return;
          
           if (  !netgame )
           I_Error (  "Tried to transmit to another node" );
          
           doomcom->command = CMD_SEND;
           doomcom->remotenode = node;
           doomcom->datalength = NetbufferSize (   );
          
           if (  debugfile )
           {
           int i;
           int realretrans;
           if (  netbuffer->checksum & NCMD_RETRANSMIT )
           realretrans = ExpandTics (  netbuffer->retransmitfrom );
           else
           realretrans = -1;
          
           fprintf (  debugfile,  "send (  %i + %i,   R %i ) [%i] ",  
           ExpandTics(  netbuffer->starttic ),  
           netbuffer->numtics,   realretrans,   doomcom->datalength );
          
           for (  i=0 ; i<doomcom->datalength ; i++ )
           fprintf (  debugfile,  "%i ",  (  (  byte * )netbuffer )[i] );
          
           fprintf (  debugfile,  "\n" );
           }
          
           I_NetCmd (   );
          }
          
          //
          // HGetPacket
          // Returns false if no packet is waiting
          //
     192  boolean HGetPacket (  void )
          {
           if (  reboundpacket )
           {
           *netbuffer = reboundstore;
           doomcom->remotenode = 0;
           reboundpacket = false;
           return true;
           }
          
           if (  !netgame )
           return false;
          
           if (  demoplayback )
           return false;
          
           doomcom->command = CMD_GET;
           I_NetCmd (   );
          
           if (  doomcom->remotenode == -1 )
           return false;
          
           if (  doomcom->datalength != NetbufferSize (   ) )
           {
           if (  debugfile )
           fprintf (  debugfile,  "bad packet length %i\n",  doomcom->datalength );
           return false;
           }
          
           if (  NetbufferChecksum (   ) != (  netbuffer->checksum&NCMD_CHECKSUM )  )
           {
           if (  debugfile )
           fprintf (  debugfile,  "bad packet checksum\n" );
           return false;
           }
          
           if (  debugfile )
           {
           int realretrans;
           int i;
          
           if (  netbuffer->checksum & NCMD_SETUP )
           fprintf (  debugfile,  "setup packet\n" );
           else
           {
           if (  netbuffer->checksum & NCMD_RETRANSMIT )
           realretrans = ExpandTics (  netbuffer->retransmitfrom );
           else
           realretrans = -1;
          
           fprintf (  debugfile,  "get %i = (  %i + %i,   R %i )[%i] ",  
           doomcom->remotenode,  
           ExpandTics(  netbuffer->starttic ),  
           netbuffer->numtics,   realretrans,   doomcom->datalength );
          
           for (  i=0 ; i<doomcom->datalength ; i++ )
           fprintf (  debugfile,  "%i ",  (  (  byte * )netbuffer )[i] );
           fprintf (  debugfile,  "\n" );
           }
           }
           return true;
          }
          
          
          //
          // GetPackets
          //
          char exitmsg[80];
          
     261  void GetPackets (  void )
          {
           int netconsole;
           int netnode;
           ticcmd_t *src,   *dest;
           int realend;
           int realstart;
          
           while (   HGetPacket(   )  )
           {
           if (  netbuffer->checksum & NCMD_SETUP )
           continue; // extra setup packet
          
           netconsole = netbuffer->player & ~PL_DRONE;
           netnode = doomcom->remotenode;
          
           // to save bytes,   only the low byte of tic numbers are sent
           // Figure out what the rest of the bytes are
           realstart = ExpandTics (  netbuffer->starttic );
           realend = (  realstart+netbuffer->numtics );
          
           // check for exiting the game
           if (  netbuffer->checksum & NCMD_EXIT )
           {
           if (  !nodeingame[netnode] )
           continue;
           nodeingame[netnode] = false;
           playeringame[netconsole] = false;
           strcpy (  exitmsg,   "Player 1 left the game" );
           exitmsg[7] += netconsole;
           players[consoleplayer].message = exitmsg;
           if (  demorecording )
           G_CheckDemoStatus (   );
           continue;
           }
          
           // check for a remote game kill
           if (  netbuffer->checksum & NCMD_KILL )
           I_Error (  "Killed by network driver" );
          
           nodeforplayer[netconsole] = netnode;
          
           // check for retransmit request
           if (   resendcount[netnode] <= 0
           && (  netbuffer->checksum & NCMD_RETRANSMIT )  )
           {
           resendto[netnode] = ExpandTics(  netbuffer->retransmitfrom );
           if (  debugfile )
           fprintf (  debugfile,  "retransmit from %i\n",   resendto[netnode] );
           resendcount[netnode] = RESENDCOUNT;
           }
           else
           resendcount[netnode]--;
          
           // check for out of order / duplicated packet
           if (  realend == nettics[netnode] )
           continue;
          
           if (  realend < nettics[netnode] )
           {
           if (  debugfile )
           fprintf (  debugfile,  
           "out of order packet (  %i + %i )\n" ,  
           realstart,  netbuffer->numtics );
           continue;
           }
          
           // check for a missed packet
           if (  realstart > nettics[netnode] )
           {
           // stop processing until the other system resends the missed tics
           if (  debugfile )
           fprintf (  debugfile,  
           "missed tics from %i (  %i - %i )\n",  
           netnode,   realstart,   nettics[netnode] );
           remoteresend[netnode] = true;
           continue;
           }
          
           // update command store from the packet
           {
           int start;
          
           remoteresend[netnode] = false;
          
           start = nettics[netnode] - realstart;
           src = &netbuffer->cmds[start];
          
           while (  nettics[netnode] < realend )
           {
           dest = &netcmds[netconsole][nettics[netnode]%BACKUPTICS];
           nettics[netnode]++;
           *dest = *src;
           src++;
           }
           }
           }
          }
          
          
          //
          // NetUpdate
          // Builds ticcmds for console player,  
          // sends out a packet
          //
          int gametime;
          
     368  void NetUpdate (  void )
          {
           int nowtime;
           int newtics;
           int i,  j;
           int realstart;
           int gameticdiv;
          
           // check time
           nowtime = I_GetTime (   )/ticdup;
           newtics = nowtime - gametime;
           gametime = nowtime;
          
           if (  newtics <= 0 ) // nothing new to update
           goto listen;
          
           if (  skiptics <= newtics )
           {
           newtics -= skiptics;
           skiptics = 0;
           }
           else
           {
           skiptics -= newtics;
           newtics = 0;
           }
          
          
           netbuffer->player = consoleplayer;
          
           // build new ticcmds for console player
           gameticdiv = gametic/ticdup;
           for (  i=0 ; i<newtics ; i++ )
           {
           I_StartTic (   );
           D_ProcessEvents (   );
           if (  maketic - gameticdiv >= BACKUPTICS/2-1 )
           break; // can't hold any more
          
           //printf (  "mk:%i ",  maketic );
           G_BuildTiccmd (  &localcmds[maketic%BACKUPTICS] );
           maketic++;
           }
          
          
           if (  singletics )
           return; // singletic update is syncronous
          
           // send the packet to the other nodes
           for (  i=0 ; i<doomcom->numnodes ; i++ )
           if (  nodeingame[i] )
           {
           netbuffer->starttic = realstart = resendto[i];
           netbuffer->numtics = maketic - realstart;
           if (  netbuffer->numtics > BACKUPTICS )
           I_Error (  "NetUpdate: netbuffer->numtics > BACKUPTICS" );
          
           resendto[i] = maketic - doomcom->extratics;
          
           for (  j=0 ; j< netbuffer->numtics ; j++ )
           netbuffer->cmds[j] =
           localcmds[(  realstart+j )%BACKUPTICS];
          
           if (  remoteresend[i] )
           {
           netbuffer->retransmitfrom = nettics[i];
           HSendPacket (  i,   NCMD_RETRANSMIT );
           }
           else
           {
           netbuffer->retransmitfrom = 0;
           HSendPacket (  i,   0 );
           }
           }
          
           // listen for other packets
           listen:
           GetPackets (   );
          }
          
          
          
          //
          // CheckAbort
          //
     453  void CheckAbort (  void )
          {
           event_t *ev;
           int stoptic;
          
           stoptic = I_GetTime (   ) + 2;
           while (  I_GetTime(   ) < stoptic )
           I_StartTic (   );
          
           I_StartTic (   );
           for (   ; eventtail != eventhead
           ; eventtail = (  ++eventtail )&(  MAXEVENTS-1 )  )
           {
           ev = &events[eventtail];
           if (  ev->type == ev_keydown && ev->data1 == KEY_ESCAPE )
           I_Error (  "Network game synchronization aborted." );
           }
          }
          
          
          //
          // D_ArbitrateNetStart
          //
     476  void D_ArbitrateNetStart (  void )
          {
           int i;
           boolean gotinfo[MAXNETNODES];
          
           autostart = true;
           memset (  gotinfo,  0,  sizeof(  gotinfo ) );
          
           if (  doomcom->consoleplayer )
           {
           // listen for setup info from key player
           printf (  "listening for network start info...\n" );
           while (  1 )
           {
           CheckAbort (   );
           if (  !HGetPacket (   ) )
           continue;
           if (  netbuffer->checksum & NCMD_SETUP )
           {
           if (  netbuffer->player != VERSION )
           I_Error (  "Different DOOM versions cannot play a net game!" );
           startskill = netbuffer->retransmitfrom & 15;
           deathmatch = (  netbuffer->retransmitfrom & 0xc0 ) >> 6;
           nomonsters = (  netbuffer->retransmitfrom & 0x20 ) > 0;
           respawnparm = (  netbuffer->retransmitfrom & 0x10 ) > 0;
           startmap = netbuffer->starttic & 0x3f;
           startepisode = netbuffer->starttic >> 6;
           return;
           }
           }
           }
           else
           {
           // key player,   send the setup info
           printf (  "sending network start info...\n" );
           do
           {
           CheckAbort (   );
           for (  i=0 ; i<doomcom->numnodes ; i++ )
           {
           netbuffer->retransmitfrom = startskill;
           if (  deathmatch )
           netbuffer->retransmitfrom |= (  deathmatch<<6 );
           if (  nomonsters )
           netbuffer->retransmitfrom |= 0x20;
           if (  respawnparm )
           netbuffer->retransmitfrom |= 0x10;
           netbuffer->starttic = startepisode * 64 + startmap;
           netbuffer->player = VERSION;
           netbuffer->numtics = 0;
           HSendPacket (  i,   NCMD_SETUP );
           }
          
          #if 1
           for(  i = 10 ; i && HGetPacket(   ); --i )
           {
           if(  (  netbuffer->player&0x7f ) < MAXNETNODES )
           gotinfo[netbuffer->player&0x7f] = true;
           }
          #else
           while (  HGetPacket (   ) )
           {
           gotinfo[netbuffer->player&0x7f] = true;
           }
          #endif
          
           for (  i=1 ; i<doomcom->numnodes ; i++ )
           if (  !gotinfo[i] )
           break;
           } while (  i < doomcom->numnodes );
           }
          }
          
          //
          // D_CheckNetGame
          // Works out player numbers among the net participants
          //
          extern int viewangleoffset;
          
     555  void D_CheckNetGame (  void )
          {
           int i;
          
           for (  i=0 ; i<MAXNETNODES ; i++ )
           {
           nodeingame[i] = false;
           nettics[i] = 0;
           remoteresend[i] = false; // set when local needs tics
           resendto[i] = 0; // which tic to start sending
           }
          
           // I_InitNetwork sets doomcom and netgame
           I_InitNetwork (   );
           if (  doomcom->id != DOOMCOM_ID )
           I_Error (  "Doomcom buffer invalid!" );
          
           netbuffer = &doomcom->data;
           consoleplayer = displayplayer = doomcom->consoleplayer;
           if (  netgame )
           D_ArbitrateNetStart (   );
          
           printf (  "startskill %i deathmatch: %i startmap: %i startepisode: %i\n",  
           startskill,   deathmatch,   startmap,   startepisode );
          
           // read values out of doomcom
           ticdup = doomcom->ticdup;
           maxsend = BACKUPTICS/(  2*ticdup )-1;
           if (  maxsend<1 )
           maxsend = 1;
          
           for (  i=0 ; i<doomcom->numplayers ; i++ )
           playeringame[i] = true;
           for (  i=0 ; i<doomcom->numnodes ; i++ )
           nodeingame[i] = true;
          
           printf (  "player %i of %i (  %i nodes )\n",  
           consoleplayer+1,   doomcom->numplayers,   doomcom->numnodes );
          
          }
          
          
          //
          // D_QuitNetGame
          // Called before quitting to leave a net game
          // without hanging the other players
          //
     602  void D_QuitNetGame (  void )
          {
           int i,   j;
          
           if (  debugfile )
           fclose (  debugfile );
          
           if (  !netgame || !usergame || consoleplayer == -1 || demoplayback )
           return;
          
           // send a bunch of packets for security
           netbuffer->player = consoleplayer;
           netbuffer->numtics = 0;
           for (  i=0 ; i<4 ; i++ )
           {
           for (  j=1 ; j<doomcom->numnodes ; j++ )
           if (  nodeingame[j] )
           HSendPacket (  j,   NCMD_EXIT );
           I_WaitVBL (  1 );
           }
          }
          
          
          
          //
          // TryRunTics
          //
          int frametics[4];
          int frameon;
          int frameskip[4];
          int oldnettics;
          
          extern boolean advancedemo;
          
     636  void TryRunTics (  void )
          {
           int i;
           int lowtic;
           int entertic;
           static int oldentertics;
           int realtics;
           int availabletics;
           int counts;
           int numplaying;
          
           // get real tics
           entertic = I_GetTime (   )/ticdup;
           realtics = entertic - oldentertics;
           oldentertics = entertic;
          
           // get available tics
           NetUpdate (   );
          
           lowtic = MAXINT;
           numplaying = 0;
           for (  i=0 ; i<doomcom->numnodes ; i++ )
           {
           if (  nodeingame[i] )
           {
           numplaying++;
           if (  nettics[i] < lowtic )
           lowtic = nettics[i];
           }
           }
           availabletics = lowtic - gametic/ticdup;
          
           // decide how many tics to run
           if (  realtics < availabletics-1 )
           counts = realtics+1;
           else if (  realtics < availabletics )
           counts = realtics;
           else
           counts = availabletics;
          
           if (  counts < 1 )
           counts = 1;
          
           frameon++;
          
           if (  debugfile )
           fprintf (  debugfile,  
           "=======real: %i avail: %i game: %i\n",  
           realtics,   availabletics,  counts );
          
           if (  !demoplayback )
           {
           // ideally nettics[0] should be 1 - 3 tics above lowtic
           // if we are consistantly slower,   speed up time
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           if (  playeringame[i] )
           break;
           if (  consoleplayer == i )
           {
           // the key player does not adapt
           }
           else
           {
           if (  nettics[0] <= nettics[nodeforplayer[i]] )
           {
           gametime--;
           // printf (  "-" );
           }
           frameskip[frameon&3] = (  oldnettics > nettics[nodeforplayer[i]] );
           oldnettics = nettics[0];
           if (  frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3] )
           {
           skiptics = 1;
           // printf (  "+" );
           }
           }
           }// demoplayback
          
           // wait for new tics if needed
           while (  lowtic < gametic/ticdup + counts )
           {
           NetUpdate (   );
           lowtic = MAXINT;
          
           for (  i=0 ; i<doomcom->numnodes ; i++ )
           if (  nodeingame[i] && nettics[i] < lowtic )
           lowtic = nettics[i];
          
           if (  lowtic < gametic/ticdup )
           I_Error (  "TryRunTics: lowtic < gametic" );
          
           // don't stay in here forever -- give the menu a chance to work
           if (  I_GetTime (   )/ticdup - entertic >= 20 )
           {
           M_Ticker (   );
           return;
           }
           }
          
           // run the count * ticdup dics
           while (  counts-- )
           {
           for (  i=0 ; i<ticdup ; i++ )
           {
           if (  gametic/ticdup > lowtic )
           I_Error (  "gametic>lowtic" );
           if (  advancedemo )
           D_DoAdvanceDemo (   );
           M_Ticker (   );
           G_Ticker (   );
           gametic++;
          
           // modify command for duplicated tics
           if (  i != ticdup-1 )
           {
           ticcmd_t *cmd;
           int buf;
           int j;
          
           buf = (  gametic/ticdup )%BACKUPTICS;
           for (  j=0 ; j<MAXPLAYERS ; j++ )
           {
           cmd = &netcmds[j][buf];
           cmd->chatchar = 0;
           if (  cmd->buttons & BT_SPECIAL )
           cmd->buttons = 0;
           }
           }
           }
           NetUpdate (   ); // check for new console commands
           }
          }

d_net.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Networking stuff.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __D_NET__
          #define __D_NET__
          
          #include "d_player.h"
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          //
          // Network play related stuff.
          // There is a data struct that stores network
          // communication related stuff,   and another
          // one that defines the actual packets to
          // be transmitted.
          //
          
          #define DOOMCOM_ID 0x12345678l
          
          // Max computers/players in a game.
          #define MAXNETNODES 8
          
          
          // Networking and tick handling related.
          #define BACKUPTICS 12
          
          typedef enum
          {
           CMD_SEND = 1,  
           CMD_GET = 2
          
          } command_t;
          
          
          //
          // Network packet data.
          //
          typedef struct
          {
           // High bit is retransmit request.
           unsigned checksum;
           // Only valid if NCMD_RETRANSMIT.
           byte retransmitfrom;
          
           byte starttic;
           byte player;
           byte numtics;
           ticcmd_t cmds[BACKUPTICS];
          
          } doomdata_t;
          
          
          
          
          typedef struct
          {
           // Supposed to be DOOMCOM_ID?
           long id;
          
           // DOOM executes an int to execute commands.
           short intnum;
           // Communication between DOOM and the driver.
           // Is CMD_SEND or CMD_GET.
           short command;
           // Is dest for send,   set by get (  -1 = no packet ).
           short remotenode;
          
           // Number of bytes in doomdata to be sent
           short datalength;
          
           // Info common to all nodes.
           // Console is allways node 0.
           short numnodes;
           // Flag: 1 = no duplication,   2-5 = dup for slow nets.
           short ticdup;
           // Flag: 1 = send a backup tic in every packet.
           short extratics;
           // Flag: 1 = deathmatch.
           short deathmatch;
           // Flag: -1 = new game,   0-5 = load savegame
           short savegame;
           short episode; // 1-3
           short map; // 1-9
           short skill; // 1-5
          
           // Info specific to this node.
           short consoleplayer;
           short numplayers;
          
           // These are related to the 3-display mode,  
           // in which two drones looking left and right
           // were used to render two additional views
           // on two additional computers.
           // Probably not operational anymore.
           // 1 = left,   0 = center,   -1 = right
           short angleoffset;
           // 1 = drone
           short drone;
          
           // The packet data to be sent.
           doomdata_t data;
          
          } doomcom_t;
          
          
          
          // Create any new ticcmds and broadcast to other players.
     132  void NetUpdate (  void );
          
          // Broadcasts special packets to other players
          // to notify of game exit
     136  void D_QuitNetGame (  void );
          
          //? how many ticks to run?
     139  void TryRunTics (  void );
          
          
          #endif
          
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------
          

d_player.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          //
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __D_PLAYER__
          #define __D_PLAYER__
          
          
          // The player data structure depends on a number
          // of other structs: items (  internal inventory ),  
          // animation states (  closely tied to the sprites
          // used to represent them,   unfortunately ).
          #include "d_items.h"
          #include "p_pspr.h"
          
          // In addition,   the player is just a special
          // case of the generic moving object/actor.
          #include "p_mobj.h"
          
          // Finally,   for odd reasons,   the player input
          // is buffered within the player data struct,  
          // as commands per game tick.
          #include "d_ticcmd.h"
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          
          
          //
          // Player states.
          //
          typedef enum
          {
           // Playing or camping.
           PST_LIVE,  
           // Dead on the ground,   view follows killer.
           PST_DEAD,  
           // Ready to restart/respawn???
           PST_REBORN
          
          } playerstate_t;
          
          
          //
          // Player internal flags,   for cheats and debug.
          //
          typedef enum
          {
           // No clipping,   walk through barriers.
           CF_NOCLIP = 1,  
           // No damage,   no health loss.
           CF_GODMODE = 2,  
           // Not really a cheat,   just a debug aid.
           CF_NOMOMENTUM = 4
          
          } cheat_t;
          
          
          //
          // Extended player object info: player_t
          //
          typedef struct player_s
          {
           mobj_t* mo;
           playerstate_t playerstate;
           ticcmd_t cmd;
          
           // Determine POV,  
           // including viewpoint bobbing during movement.
           // Focal origin above r.z
           fixed_t viewz;
           // Base height above floor for viewz.
           fixed_t viewheight;
           // Bob/squat speed.
           fixed_t deltaviewheight;
           // bounded/scaled total momentum.
           fixed_t bob;
          
           // This is only used between levels,  
           // mo->health is used during levels.
           int health;
           int armorpoints;
           // Armor type is 0-2.
           int armortype;
          
           // Power ups. invinc and invis are tic counters.
           int powers[NUMPOWERS];
           boolean cards[NUMCARDS];
           boolean backpack;
          
           // Frags,   kills of other players.
           int frags[MAXPLAYERS];
           weapontype_t readyweapon;
          
           // Is wp_nochange if not changing.
           weapontype_t pendingweapon;
          
           boolean weaponowned[NUMWEAPONS];
           int ammo[NUMAMMO];
           int maxammo[NUMAMMO];
          
           // True if button down last tic.
           int attackdown;
           int usedown;
          
           // Bit flags,   for cheats and debug.
           // See cheat_t,   above.
           int cheats;
          
           // Refired shots are less accurate.
           int refire;
          
           // For intermission stats.
           int killcount;
           int itemcount;
           int secretcount;
          
           // Hint messages.
           char* message;
          
           // For screen flashing (  red or bright ).
           int damagecount;
           int bonuscount;
          
           // Who did damage (  NULL for floors/ceilings ).
           mobj_t* attacker;
          
           // So gun flashes light up areas.
           int extralight;
          
           // Current PLAYPAL,   ???
           // can be set to REDCOLORMAP for pain,   etc.
           int fixedcolormap;
          
           // Player skin colorshift,  
           // 0-3 for which color to draw player.
           int colormap;
          
           // Overlay view sprites (  gun,   etc ).
           pspdef_t psprites[NUMPSPRITES];
          
           // True if secret level has been done.
           boolean didsecret;
          
          } player_t;
          
          
          //
          // INTERMISSION
          // Structure passed e.g. to WI_Start(  wb )
          //
          typedef struct
          {
           boolean in; // whether the player is in game
          
           // Player stats,   kills,   collected items etc.
           int skills;
           int sitems;
           int ssecret;
           int stime;
           int frags[4];
           int score; // current score on entry,   modified on return
          
          } wbplayerstruct_t;
          
          typedef struct
          {
           int epsd; // episode # (  0-2 )
          
           // if true,   splash the secret level
           boolean didsecret;
          
           // previous and next levels,   origin 0
           int last;
           int next;
          
           int maxkills;
           int maxitems;
           int maxsecret;
           int maxfrags;
          
           // the par time
           int partime;
          
           // index of this player in game
           int pnum;
          
           wbplayerstruct_t plyr[MAXPLAYERS];
          
          } wbstartstruct_t;
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

d_textur.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Typedefs related to to textures etc.,  
          // isolated here to make it easier separating modules.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __D_TEXTUR__
          #define __D_TEXTUR__
          
          #include "doomtype.h"
          
          
          
          
          //
          // Flats?
          //
          // a pic is an unmasked block of pixels
          typedef struct
          {
           byte width;
           byte height;
           byte data;
          } pic_t;
          
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

d_think.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // MapObj data. Map Objects or mobjs are actors,   entities,  
          // thinker,   take-your-pick... anything that moves,   acts,   or
          // suffers state changes of more or less violent nature.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __D_THINK__
          #define __D_THINK__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          
          //
          // Experimental stuff.
          // To compile this as "ANSI C with classes"
          // we will need to handle the various
          // action functions cleanly.
          //
          typedef void (  *actionf_v )(   );
          typedef void (  *actionf_p1 )(   void*  );
          typedef void (  *actionf_p2 )(   void*,   void*  );
          
          typedef union
          {
           actionf_p1 acp1;
           actionf_v acv;
           actionf_p2 acp2;
          
          } actionf_t;
          
          
          
          
          
          // Historically,   "think_t" is yet another
          // function pointer to a routine to handle
          // an actor.
          typedef actionf_t think_t;
          
          
          // Doubly linked list of actors.
          typedef struct thinker_s
          {
           struct thinker_s* prev;
           struct thinker_s* next;
           think_t function;
          
          } thinker_t;
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

d_ticcmd.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // System specific interface stuff.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __D_TICCMD__
          #define __D_TICCMD__
          
          #include "doomtype.h"
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          // The data sampled per tick (  single player )
          // and transmitted to other peers (  multiplayer ).
          // Mainly movements/button commands per game tick,  
          // plus a checksum for internal state consistency.
          typedef struct
          {
           char forwardmove; // *2048 for move
           char sidemove; // *2048 for move
           short angleturn; // <<16 for angle delta
           short consistancy; // checks for net game
           byte chatchar;
           byte buttons;
          } ticcmd_t;
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

doomdata.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // all external data is defined here
          // most of the data is loaded into different structures at run time
          // some internal structures shared by many modules are here
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __DOOMDATA__
          #define __DOOMDATA__
          
          // The most basic types we use,   portability.
          #include "doomtype.h"
          
          // Some global defines,   that configure the game.
          #include "doomdef.h"
          
          
          
          //
          // Map level types.
          // The following data structures define the persistent format
          // used in the lumps of the WAD files.
          //
          
          // Lump order in a map WAD: each map needs a couple of lumps
          // to provide a complete scene geometry description.
          enum
          {
           ML_LABEL,   // A separator,   name,   ExMx or MAPxx
           ML_THINGS,   // Monsters,   items..
           ML_LINEDEFS,   // LineDefs,   from editing
           ML_SIDEDEFS,   // SideDefs,   from editing
           ML_VERTEXES,   // Vertices,   edited and BSP splits generated
           ML_SEGS,   // LineSegs,   from LineDefs split by BSP
           ML_SSECTORS,   // SubSectors,   list of LineSegs
           ML_NODES,   // BSP nodes
           ML_SECTORS,   // Sectors,   from editing
           ML_REJECT,   // LUT,   sector-sector visibility
           ML_BLOCKMAP // LUT,   motion clipping,   walls/grid element
          };
          
          
          // A single Vertex.
          typedef struct
          {
           short x;
           short y;
          } mapvertex_t;
          
          
          // A SideDef,   defining the visual appearance of a wall,  
          // by setting textures and offsets.
          typedef struct
          {
           short textureoffset;
           short rowoffset;
           char toptexture[8];
           char bottomtexture[8];
           char midtexture[8];
           // Front sector,   towards viewer.
           short sector;
          } mapsidedef_t;
          
          
          
          // A LineDef,   as used for editing,   and as input
          // to the BSP builder.
          typedef struct
          {
           short v1;
           short v2;
           short flags;
           short special;
           short tag;
           // sidenum[1] will be -1 if one sided
           short sidenum[2];
          } maplinedef_t;
          
          
          //
          // LineDef attributes.
          //
          
          // Solid,   is an obstacle.
          #define ML_BLOCKING 1
          
          // Blocks monsters only.
          #define ML_BLOCKMONSTERS 2
          
          // Backside will not be present at all
          // if not two sided.
          #define ML_TWOSIDED 4
          
          // If a texture is pegged,   the texture will have
          // the end exposed to air held constant at the
          // top or bottom of the texture (  stairs or pulled
          // down things ) and will move with a height change
          // of one of the neighbor sectors.
          // Unpegged textures allways have the first row of
          // the texture at the top pixel of the line for both
          // top and bottom textures (  use next to windows ).
          
          // upper texture unpegged
          #define ML_DONTPEGTOP 8
          
          // lower texture unpegged
          #define ML_DONTPEGBOTTOM 16
          
          // In AutoMap: don't map as two sided: IT'S A SECRET!
          #define ML_SECRET 32
          
          // Sound rendering: don't let sound cross two of these.
          #define ML_SOUNDBLOCK 64
          
          // Don't draw on the automap at all.
          #define ML_DONTDRAW 128
          
          // Set if already seen,   thus drawn in automap.
          #define ML_MAPPED 256
          
          
          
          
          // Sector definition,   from editing.
          typedef struct
          {
           short floorheight;
           short ceilingheight;
           char floorpic[8];
           char ceilingpic[8];
           short lightlevel;
           short special;
           short tag;
          } mapsector_t;
          
          // SubSector,   as generated by BSP.
          typedef struct
          {
           short numsegs;
           // Index of first one,   segs are stored sequentially.
           short firstseg;
          } mapsubsector_t;
          
          
          // LineSeg,   generated by splitting LineDefs
          // using partition lines selected by BSP builder.
          typedef struct
          {
           short v1;
           short v2;
           short angle;
           short linedef;
           short side;
           short offset;
          } mapseg_t;
          
          
          
          // BSP node structure.
          
          // Indicate a leaf.
          #define NF_SUBSECTOR 0x8000
          
          typedef struct
          {
           // Partition line from (  x,  y ) to x+dx,  y+dy )
           short x;
           short y;
           short dx;
           short dy;
          
           // Bounding box for each child,  
           // clip against view frustum.
           short bbox[2][4];
          
           // If NF_SUBSECTOR its a subsector,  
           // else it's a node of another subtree.
           unsigned short children[2];
          
          } mapnode_t;
          
          
          
          
          // Thing definition,   position,   orientation and type,  
          // plus skill/visibility flags and attributes.
          typedef struct
          {
           short x;
           short y;
           short angle;
           short type;
           short options;
          } mapthing_t;
          
          
          
          
          
          #endif // __DOOMDATA__
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------
          

doomdef.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // DoomDef - basic defines for DOOM,   e.g. Version,   game mode
          // and skill level,   and display parameters.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_bbox.c,  v 1.1 1997/02/03 22:45:10 b1 Exp $";
          
          
          #ifdef __GNUG__
          #pragma implementation "doomdef.h"
          #endif
          #include "doomdef.h"
          
          // Location for any defines turned variables.
          
          // None.
          
          

doomdef.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Internally used data structures for virtually everything,  
          // key definitions,   lots of other stuff.
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __DOOMDEF__
          #define __DOOMDEF__
          
          #include <stdio.h>
          #include <string.h>
          
          //
          // Global parameters/defines.
          //
          // DOOM version
          enum { VERSION = 110 };
          
          
          // Game mode handling - identify IWAD version
          // to handle IWAD dependend animations etc.
          typedef enum
          {
           shareware,   // DOOM 1 shareware,   E1,   M9
           registered,   // DOOM 1 registered,   E3,   M27
           commercial,   // DOOM 2 retail,   E1 M34
           // DOOM 2 german edition not handled
           retail,   // DOOM 1 retail,   E4,   M36
           indetermined // Well,   no IWAD found.
          
          } GameMode_t;
          
          
          // Mission packs - might be useful for TC stuff?
          typedef enum
          {
           doom,   // DOOM 1
           doom2,   // DOOM 2
           pack_tnt,   // TNT mission pack
           pack_plut,   // Plutonia pack
           none
          
          } GameMission_t;
          
          
          // Identify language to use,   software localization.
          typedef enum
          {
           english,  
           french,  
           german,  
           unknown
          
          } Language_t;
          
          
          // If rangecheck is undefined,  
          // most parameter validation debugging code will not be compiled
          #define RANGECHECK
          
          // Do or do not use external soundserver.
          // The sndserver binary to be run separately
          // has been introduced by Dave Taylor.
          // The integrated sound support is experimental,  
          // and unfinished. Default is synchronous.
          // Experimental asynchronous timer based is
          // handled by SNDINTR.
          #define SNDSERV 1
          //#define SNDINTR 1
          
          
          // This one switches between MIT SHM (  no proper mouse )
          // and XFree86 DGA (  mickey sampling ). The original
          // linuxdoom used SHM,   which is default.
          //#define X11_DGA 1
          
          
          //
          // For resize of screen,   at start of game.
          // It will not work dynamically,   see visplanes.
          //
          #define BASE_WIDTH 320
          
          // It is educational but futile to change this
          // scaling e.g. to 2. Drawing of status bar,  
          // menues etc. is tied to the scale implied
          // by the graphics.
          #define SCREEN_MUL 1
          #define INV_ASPECT_RATIO 0.625 // 0.75,   ideally
          
          // Defines suck. C sucks.
          // C++ might sucks for OOP,   but it sure is a better C.
          // So there.
          #define SCREENWIDTH 320
          //SCREEN_MUL*BASE_WIDTH //320
          #define SCREENHEIGHT 200
          //(  int )(  SCREEN_MUL*BASE_WIDTH*INV_ASPECT_RATIO ) //200
          
          
          
          
          // The maximum number of players,   multiplayer/networking.
          #define MAXPLAYERS 4
          
          // State updates,   number of tics / second.
          #define TICRATE 35
          
          // The current state of the game: whether we are
          // playing,   gazing at the intermission screen,  
          // the game final animation,   or a demo.
          typedef enum
          {
           GS_LEVEL,  
           GS_INTERMISSION,  
           GS_FINALE,  
           GS_DEMOSCREEN
          } gamestate_t;
          
          //
          // Difficulty/skill settings/filters.
          //
          
          // Skill flags.
          #define MTF_EASY 1
          #define MTF_NORMAL 2
          #define MTF_HARD 4
          
          // Deaf monsters/do not react to sound.
          #define MTF_AMBUSH 8
          
          typedef enum
          {
           sk_baby,  
           sk_easy,  
           sk_medium,  
           sk_hard,  
           sk_nightmare
          } skill_t;
          
          
          
          
          //
          // Key cards.
          //
          typedef enum
          {
           it_bluecard,  
           it_yellowcard,  
           it_redcard,  
           it_blueskull,  
           it_yellowskull,  
           it_redskull,  
          
           NUMCARDS
          
          } card_t;
          
          
          
          // The defined weapons,  
          // including a marker indicating
          // user has not changed weapon.
          typedef enum
          {
           wp_fist,  
           wp_pistol,  
           wp_shotgun,  
           wp_chaingun,  
           wp_missile,  
           wp_plasma,  
           wp_bfg,  
           wp_chainsaw,  
           wp_supershotgun,  
          
           NUMWEAPONS,  
          
           // No pending weapon change.
           wp_nochange
          
          } weapontype_t;
          
          
          // Ammunition types defined.
          typedef enum
          {
           am_clip,   // Pistol / chaingun ammo.
           am_shell,   // Shotgun / double barreled shotgun.
           am_cell,   // Plasma rifle,   BFG.
           am_misl,   // Missile launcher.
           NUMAMMO,  
           am_noammo // Unlimited for chainsaw / fist.
          
          } ammotype_t;
          
          
          // Power up artifacts.
          typedef enum
          {
           pw_invulnerability,  
           pw_strength,  
           pw_invisibility,  
           pw_ironfeet,  
           pw_allmap,  
           pw_infrared,  
           NUMPOWERS
          
          } powertype_t;
          
          
          
          //
          // Power up durations,  
          // how many seconds till expiration,  
          // assuming TICRATE is 35 ticks/second.
          //
          typedef enum
          {
           INVULNTICS = (  30*TICRATE ),  
           INVISTICS = (  60*TICRATE ),  
           INFRATICS = (  120*TICRATE ),  
           IRONTICS = (  60*TICRATE )
          
          } powerduration_t;
          
          
          
          
          //
          // DOOM keyboard definition.
          // This is the stuff configured by Setup.Exe.
          // Most key data are simple ascii (  uppercased ).
          //
          #define KEY_RIGHTARROW 0xae
          #define KEY_LEFTARROW 0xac
          #define KEY_UPARROW 0xad
          #define KEY_DOWNARROW 0xaf
          #define KEY_ESCAPE 27
          #define KEY_ENTER 13
          #define KEY_TAB 9
          #define KEY_F1 (  0x80+0x3b )
          #define KEY_F2 (  0x80+0x3c )
          #define KEY_F3 (  0x80+0x3d )
          #define KEY_F4 (  0x80+0x3e )
          #define KEY_F5 (  0x80+0x3f )
          #define KEY_F6 (  0x80+0x40 )
          #define KEY_F7 (  0x80+0x41 )
          #define KEY_F8 (  0x80+0x42 )
          #define KEY_F9 (  0x80+0x43 )
          #define KEY_F10 (  0x80+0x44 )
          #define KEY_F11 (  0x80+0x57 )
          #define KEY_F12 (  0x80+0x58 )
          
          #define KEY_BACKSPACE 127
          #define KEY_PAUSE 0xff
          
          #define KEY_EQUALS 0x3d
          #define KEY_MINUS 0x2d
          
          #define KEY_RSHIFT (  0x80+0x36 )
          #define KEY_RCTRL (  0x80+0x1d )
          #define KEY_RALT (  0x80+0x38 )
          
          #define KEY_LALT KEY_RALT
          
          
          
          // DOOM basic types (  boolean ),  
          // and max/min values.
          //#include "doomtype.h"
          
          // Fixed point.
          //#include "m_fixed.h"
          
          // Endianess handling.
          //#include "m_swap.h"
          
          
          // Binary Angles,   sine/cosine/atan lookups.
          //#include "tables.h"
          
          // Event type.
          //#include "d_event.h"
          
          // Game function,   skills.
          //#include "g_game.h"
          
          // All external data is defined here.
          //#include "doomdata.h"
          
          // All important printed strings.
          // Language selection (  message strings ).
          //#include "dstrings.h"
          
          // Player is a special actor.
          //struct player_s;
          
          
          //#include "d_items.h"
          //#include "d_player.h"
          //#include "p_mobj.h"
          //#include "d_net.h"
          
          // PLAY
          //#include "p_tick.h"
          
          
          
          
          // Header,   generated by sound utility.
          // The utility was written by Dave Taylor.
          //#include "sounds.h"
          
          
          
          
          #endif // __DOOMDEF__
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

doomstat.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Put all global tate variables here.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_bbox.c,  v 1.1 1997/02/03 22:45:10 b1 Exp $";
          
          
          #ifdef __GNUG__
          #pragma implementation "doomstat.h"
          #endif
          #include "doomstat.h"
          
          
          // Game Mode - identify IWAD as shareware,   retail etc.
          GameMode_t gamemode = indetermined;
          GameMission_t gamemission = doom;
          
          // Language.
          Language_t language = english;
          
          // Set if homebrew PWAD stuff has been added.
          boolean modifiedgame;
          
          
          
          

doomstat.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // All the global variables that store the internal state.
          // Theoretically speaking,   the internal state of the engine
          // should be found by looking at the variables collected
          // here,   and every relevant module will have to include
          // this header file.
          // In practice,   things are a bit messy.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __D_STATE__
          #define __D_STATE__
          
          // We need globally shared data structures,  
          // for defining the global state variables.
          #include "doomdata.h"
          #include "d_net.h"
          
          // We need the playr data structure as well.
          #include "d_player.h"
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          
          // ------------------------
          // Command line parameters.
          //
          extern boolean nomonsters; // checkparm of -nomonsters
          extern boolean respawnparm; // checkparm of -respawn
          extern boolean fastparm; // checkparm of -fast
          
          extern boolean devparm; // DEBUG: launched with -devparm
          
          
          
          // -----------------------------------------------------
          // Game Mode - identify IWAD as shareware,   retail etc.
          //
          extern GameMode_t gamemode;
          extern GameMission_t gamemission;
          
          // Set if homebrew PWAD stuff has been added.
          extern boolean modifiedgame;
          
          
          // -------------------------------------------
          // Language.
          extern Language_t language;
          
          
          // -------------------------------------------
          // Selected skill type,   map etc.
          //
          
          // Defaults for menu,   methinks.
          extern skill_t startskill;
          extern int startepisode;
          extern int startmap;
          
          extern boolean autostart;
          
          // Selected by user.
          extern skill_t gameskill;
          extern int gameepisode;
          extern int gamemap;
          
          // Nightmare mode flag,   single player.
          extern boolean respawnmonsters;
          
          // Netgame? Only true if >1 player.
          extern boolean netgame;
          
          // Flag: true only if started as net deathmatch.
          // An enum might handle altdeath/cooperative better.
          extern boolean deathmatch;
          
          // -------------------------
          // Internal parameters for sound rendering.
          // These have been taken from the DOS version,  
          // but are not (  yet ) supported with Linux
          // (  e.g. no sound volume adjustment with menu.
          
          // These are not used,   but should be (  menu ).
          // From m_menu.c:
          // Sound FX volume has default,   0 - 15
          // Music volume has default,   0 - 15
          // These are multiplied by 8.
          extern int snd_SfxVolume; // maximum volume for sound
          extern int snd_MusicVolume; // maximum volume for music
          
          // Current music/sfx card - index useless
          // w/o a reference LUT in a sound module.
          // Ideally,   this would use indices found
          // in: /usr/include/linux/soundcard.h
          extern int snd_MusicDevice;
          extern int snd_SfxDevice;
          // Config file? Same disclaimer as above.
          extern int snd_DesiredMusicDevice;
          extern int snd_DesiredSfxDevice;
          
          
          // -------------------------
          // Status flags for refresh.
          //
          
          // Depending on view size - no status bar?
          // Note that there is no way to disable the
          // status bar explicitely.
          extern boolean statusbaractive;
          
          extern boolean automapactive; // In AutoMap mode?
          extern boolean menuactive; // Menu overlayed?
          extern boolean paused; // Game Pause?
          
          
          extern boolean viewactive;
          
          extern boolean nodrawers;
          extern boolean noblit;
          
          extern int viewwindowx;
          extern int viewwindowy;
          extern int viewheight;
          extern int viewwidth;
          extern int scaledviewwidth;
          
          
          
          
          
          
          // This one is related to the 3-screen display mode.
          // ANG90 = left side,   ANG270 = right
          extern int viewangleoffset;
          
          // Player taking events,   and displaying.
          extern int consoleplayer;
          extern int displayplayer;
          
          
          // -------------------------------------
          // Scores,   rating.
          // Statistics on a given map,   for intermission.
          //
          extern int totalkills;
          extern int totalitems;
          extern int totalsecret;
          
          // Timer,   for scores.
          extern int levelstarttic; // gametic at level start
          extern int leveltime; // tics in game play for par
          
          
          
          // --------------------------------------
          // DEMO playback/recording related stuff.
          // No demo,   there is a human player in charge?
          // Disable save/end game?
          extern boolean usergame;
          
          //?
          extern boolean demoplayback;
          extern boolean demorecording;
          
          // Quit after playing a demo from cmdline.
          extern boolean singledemo;
          
          
          
          
          //?
          extern gamestate_t gamestate;
          
          
          
          
          
          
          //-----------------------------
          // Internal parameters,   fixed.
          // These are set by the engine,   and not changed
          // according to user inputs. Partly load from
          // WAD,   partly set at startup time.
          
          
          
          extern int gametic;
          
          
          // Bookkeeping on players - state.
          extern player_t players[MAXPLAYERS];
          
          // Alive? Disconnected?
          extern boolean playeringame[MAXPLAYERS];
          
          
          // Player spawn spots for deathmatch.
          #define MAX_DM_STARTS 10
          extern mapthing_t deathmatchstarts[MAX_DM_STARTS];
          extern mapthing_t* deathmatch_p;
          
          // Player spawn spots.
          extern mapthing_t playerstarts[MAXPLAYERS];
          
          // Intermission stats.
          // Parameters for world map / intermission.
          extern wbstartstruct_t wminfo;
          
          
          // LUT of ammunition limits for each kind.
          // This doubles with BackPack powerup item.
          extern int maxammo[NUMAMMO];
          
          
          
          
          
          //-----------------------------------------
          // Internal parameters,   used for engine.
          //
          
          // File handling stuff.
          extern char basedefault[1024];
          extern FILE* debugfile;
          
          // if true,   load all graphics at level load
          extern boolean precache;
          
          
          // wipegamestate can be set to -1
          // to force a wipe on the next draw
          extern gamestate_t wipegamestate;
          
          extern int mouseSensitivity;
          //?
          // debug flag to cancel adaptiveness
          extern boolean singletics;
          
          extern int bodyqueslot;
          
          
          
          // Needed to store the number of the dummy sky flat.
          // Used for rendering,  
          // as well as tracking projectiles etc.
          extern int skyflatnum;
          
          
          
          // Netgame stuff (  buffers and pointers,   i.e. indices ).
          
          // This is ???
          extern doomcom_t* doomcom;
          
          // This points inside doomcom.
          extern doomdata_t* netbuffer;
          
          
          extern ticcmd_t localcmds[BACKUPTICS];
          extern int rndindex;
          
          extern int maketic;
          extern int nettics[MAXNETNODES];
          
          extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
          extern int ticdup;
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

doomtype.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Simple basic typedefs,   isolated here to make it easier
          // separating modules.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __DOOMTYPE__
          #define __DOOMTYPE__
          
          
          #ifndef __BYTEBOOL__
          #define __BYTEBOOL__
          // Fixed to use builtin bool type with C++.
          #ifdef __cplusplus
          typedef bool boolean;
          #else
          typedef enum {false,   true} boolean;
          #endif
          typedef unsigned char byte;
          #endif
          
          
          // Predefined with some OS.
          #ifdef LINUX
          #include <values.h>
          #else
          #define MAXCHAR (  (  char )0x7f )
          #define MAXSHORT (  (  short )0x7fff )
          
          // Max pos 32-bit int.
          #define MAXINT (  (  int )0x7fffffff )
          #define MAXLONG (  (  long )0x7fffffff )
          #define MINCHAR (  (  char )0x80 )
          #define MINSHORT (  (  short )0x8000 )
          
          // Max negative 32-bit integer.
          #define MININT (  (  int )0x80000000 )
          #define MINLONG (  (  long )0x80000000 )
          #endif
          
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

dstrings.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Globally defined strings.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_bbox.c,  v 1.1 1997/02/03 22:45:10 b1 Exp $";
          
          
          #ifdef __GNUG__
          #pragma implementation "dstrings.h"
          #endif
          #include "dstrings.h"
          
          
          
          char* endmsg[NUM_QUITMESSAGES+1]=
          {
           // DOOM1
           QUITMSG,  
           "please don't leave,   there's more\ndemons to toast!",  
           "let's beat it -- this is turning\ninto a bloodbath!",  
           "i wouldn't leave if i were you.\ndos is much worse.",  
           "you're trying to say you like dos\nbetter than me,   right?",  
           "don't leave yet -- there's a\ndemon around that corner!",  
           "ya know,   next time you come in here\ni'm gonna toast ya.",  
           "go ahead and leave. see if i care."
          
           // QuitDOOM II messages
           "you want to quit?\nthen,   thou hast lost an eighth!",  
           "don't go now,   there's a \ndimensional shambler waiting\nat the dos prompt!",  
           "get outta here and go back\nto your boring programs.",  
           "if i were your boss,   i'd \n deathmatch ya in a minute!",  
           "look,   bud. you leave now\nand you forfeit your body count!",  
           "just leave. when you come\nback,   i'll be waiting with a bat.",  
           "you're lucky i don't smack\nyou for thinking about leaving."
          
           // FinalDOOM?
           "fuck you,   pussy!\nget the fuck out!",  
           "you quit and i'll jizz\nin your cystholes!",  
           "if you leave,   i'll make\nthe lord drink my jizz.",  
           "hey,   ron! can we say\n'fuck' in the game?",  
           "i'd leave: this is just\nmore monsters and levels.\nwhat a load.",  
           "suck it down,   asshole!\nyou're a fucking wimp!",  
           "don't quit now! we're \nstill spending your money!",  
          
           // Internal debug. Different style,   too.
           "THIS IS NO MESSAGE!\nPage intentionally left blank."
          };
          
          
          
          
          

dstrings.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          //
          // $Log:$
          //
          // DESCRIPTION:
          // DOOM strings,   by language.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __DSTRINGS__
          #define __DSTRINGS__
          
          
          // All important printed strings.
          // Language selection (  message strings ).
          // Use -DFRENCH etc.
          
          #ifdef FRENCH
          #include "d_french.h"
          #else
          #include "d_englsh.h"
          #endif
          
          // Misc. other strings.
          #define SAVEGAMENAME "doomsav"
          
          
          //
          // File locations,  
          // relative to current position.
          // Path names are OS-sensitive.
          //
          #define DEVMAPS "devmaps"
          #define DEVDATA "devdata"
          
          
          // Not done in french?
          
          // QuitDOOM messages
          #define NUM_QUITMESSAGES 22
          
          extern char* endmsg[];
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

f_finale.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Game completion,   final screen animation.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: f_finale.c,  v 1.5 1997/02/03 21:26:34 b1 Exp $";
          
          #include <ctype.h>
          
          // Functions.
          #include "i_system.h"
          #include "m_swap.h"
          #include "z_zone.h"
          #include "v_video.h"
          #include "w_wad.h"
          #include "s_sound.h"
          
          // Data.
          #include "dstrings.h"
          #include "sounds.h"
          
          #include "doomstat.h"
          #include "r_state.h"
          
          // ?
          //#include "doomstat.h"
          //#include "r_local.h"
          //#include "f_finale.h"
          
          // Stage of animation:
          // 0 = text,   1 = art screen,   2 = character cast
          int finalestage;
          
          int finalecount;
          
          #define TEXTSPEED 3
          #define TEXTWAIT 250
          
          char* e1text = E1TEXT;
          char* e2text = E2TEXT;
          char* e3text = E3TEXT;
          char* e4text = E4TEXT;
          
          char* c1text = C1TEXT;
          char* c2text = C2TEXT;
          char* c3text = C3TEXT;
          char* c4text = C4TEXT;
          char* c5text = C5TEXT;
          char* c6text = C6TEXT;
          
          char* p1text = P1TEXT;
          char* p2text = P2TEXT;
          char* p3text = P3TEXT;
          char* p4text = P4TEXT;
          char* p5text = P5TEXT;
          char* p6text = P6TEXT;
          
          char* t1text = T1TEXT;
          char* t2text = T2TEXT;
          char* t3text = T3TEXT;
          char* t4text = T4TEXT;
          char* t5text = T5TEXT;
          char* t6text = T6TEXT;
          
          char* finaletext;
          char* finaleflat;
          
      88  void F_StartCast (  void );
      89  void F_CastTicker (  void );
      90  boolean F_CastResponder (  event_t *ev );
      91  void F_CastDrawer (  void );
          
          //
          // F_StartFinale
          //
      96  void F_StartFinale (  void )
          {
           gameaction = ga_nothing;
           gamestate = GS_FINALE;
           viewactive = false;
           automapactive = false;
          
           // Okay - IWAD dependend stuff.
           // This has been changed severly,   and
           // some stuff might have changed in the process.
           switch (   gamemode  )
           {
          
           // DOOM 1 - E1,   E3 or E4,   but each nine missions
           case shareware:
           case registered:
           case retail:
           {
           S_ChangeMusic(  mus_victor,   true );
          
           switch (  gameepisode )
           {
           case 1:
           finaleflat = "FLOOR4_8";
           finaletext = e1text;
           break;
           case 2:
           finaleflat = "SFLR6_1";
           finaletext = e2text;
           break;
           case 3:
           finaleflat = "MFLR8_4";
           finaletext = e3text;
           break;
           case 4:
           finaleflat = "MFLR8_3";
           finaletext = e4text;
           break;
           default:
           // Ouch.
           break;
           }
           break;
           }
          
           // DOOM II and missions packs with E1,   M34
           case commercial:
           {
           S_ChangeMusic(  mus_read_m,   true );
          
           switch (  gamemap )
           {
           case 6:
           finaleflat = "SLIME16";
           finaletext = c1text;
           break;
           case 11:
           finaleflat = "RROCK14";
           finaletext = c2text;
           break;
           case 20:
           finaleflat = "RROCK07";
           finaletext = c3text;
           break;
           case 30:
           finaleflat = "RROCK17";
           finaletext = c4text;
           break;
           case 15:
           finaleflat = "RROCK13";
           finaletext = c5text;
           break;
           case 31:
           finaleflat = "RROCK19";
           finaletext = c6text;
           break;
           default:
           // Ouch.
           break;
           }
           break;
           }
          
          
           // Indeterminate.
           default:
           S_ChangeMusic(  mus_read_m,   true );
           finaleflat = "F_SKY1"; // Not used anywhere else.
           finaletext = c1text; // FIXME - other text,   music?
           break;
           }
          
           finalestage = 0;
           finalecount = 0;
          
          }
          
          
          
     195  boolean F_Responder (  event_t *event )
          {
           if (  finalestage == 2 )
           return F_CastResponder (  event );
          
           return false;
          }
          
          
          //
          // F_Ticker
          //
     207  void F_Ticker (  void )
          {
           int i;
          
           // check for skipping
           if (   (  gamemode == commercial )
           && (   finalecount > 50 )  )
           {
           // go on to the next level
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           if (  players[i].cmd.buttons )
           break;
          
           if (  i < MAXPLAYERS )
           {
           if (  gamemap == 30 )
           F_StartCast (   );
           else
           gameaction = ga_worlddone;
           }
           }
          
           // advance animation
           finalecount++;
          
           if (  finalestage == 2 )
           {
           F_CastTicker (   );
           return;
           }
          
           if (   gamemode == commercial )
           return;
          
           if (  !finalestage && finalecount>strlen (  finaletext )*TEXTSPEED + TEXTWAIT )
           {
           finalecount = 0;
           finalestage = 1;
           wipegamestate = -1; // force a wipe
           if (  gameepisode == 3 )
           S_StartMusic (  mus_bunny );
           }
          }
          
          
          
          //
          // F_TextWrite
          //
          
          #include "hu_stuff.h"
          extern patch_t *hu_font[HU_FONTSIZE];
          
          
     261  void F_TextWrite (  void )
          {
           byte* src;
           byte* dest;
          
           int x,  y,  w;
           int count;
           char* ch;
           int c;
           int cx;
           int cy;
          
           // erase the entire screen to a tiled background
           src = W_CacheLumpName (   finaleflat ,   PU_CACHE );
           dest = screens[0];
          
           for (  y=0 ; y<SCREENHEIGHT ; y++ )
           {
           for (  x=0 ; x<SCREENWIDTH/64 ; x++ )
           {
           memcpy (  dest,   src+(  (  y&63 )<<6 ),   64 );
           dest += 64;
           }
           if (  SCREENWIDTH&63 )
           {
           memcpy (  dest,   src+(  (  y&63 )<<6 ),   SCREENWIDTH&63 );
           dest += (  SCREENWIDTH&63 );
           }
           }
          
           V_MarkRect (  0,   0,   SCREENWIDTH,   SCREENHEIGHT );
          
           // draw some of the text onto the screen
           cx = 10;
           cy = 10;
           ch = finaletext;
          
           count = (  finalecount - 10 )/TEXTSPEED;
           if (  count < 0 )
           count = 0;
           for (   ; count ; count--  )
           {
           c = *ch++;
           if (  !c )
           break;
           if (  c == '\n' )
           {
           cx = 10;
           cy += 11;
           continue;
           }
          
           c = toupper(  c ) - HU_FONTSTART;
           if (  c < 0 || c> HU_FONTSIZE )
           {
           cx += 4;
           continue;
           }
          
           w = SHORT (  hu_font[c]->width );
           if (  cx+w > SCREENWIDTH )
           break;
           V_DrawPatch(  cx,   cy,   0,   hu_font[c] );
           cx+=w;
           }
          
          }
          
          //
          // Final DOOM 2 animation
          // Casting by id Software.
          // in order of appearance
          //
          typedef struct
          {
           char *name;
           mobjtype_t type;
          } castinfo_t;
          
          castinfo_t castorder[] = {
           {CC_ZOMBIE,   MT_POSSESSED},  
           {CC_SHOTGUN,   MT_SHOTGUY},  
           {CC_HEAVY,   MT_CHAINGUY},  
           {CC_IMP,   MT_TROOP},  
           {CC_DEMON,   MT_SERGEANT},  
           {CC_LOST,   MT_SKULL},  
           {CC_CACO,   MT_HEAD},  
           {CC_HELL,   MT_KNIGHT},  
           {CC_BARON,   MT_BRUISER},  
           {CC_ARACH,   MT_BABY},  
           {CC_PAIN,   MT_PAIN},  
           {CC_REVEN,   MT_UNDEAD},  
           {CC_MANCU,   MT_FATSO},  
           {CC_ARCH,   MT_VILE},  
           {CC_SPIDER,   MT_SPIDER},  
           {CC_CYBER,   MT_CYBORG},  
           {CC_HERO,   MT_PLAYER},  
          
           {NULL,  0}
          };
          
          int castnum;
          int casttics;
          state_t* caststate;
          boolean castdeath;
          int castframes;
          int castonmelee;
          boolean castattacking;
          
          
          //
          // F_StartCast
          //
          extern gamestate_t wipegamestate;
          
          
     377  void F_StartCast (  void )
          {
           wipegamestate = -1; // force a screen wipe
           castnum = 0;
           caststate = &states[mobjinfo[castorder[castnum].type].seestate];
           casttics = caststate->tics;
           castdeath = false;
           finalestage = 2;
           castframes = 0;
           castonmelee = 0;
           castattacking = false;
           S_ChangeMusic(  mus_evil,   true );
          }
          
          
          //
          // F_CastTicker
          //
     395  void F_CastTicker (  void )
          {
           int st;
           int sfx;
          
           if (  --casttics > 0 )
           return; // not time to change state yet
          
           if (  caststate->tics == -1 || caststate->nextstate == S_NULL )
           {
           // switch from deathstate to next monster
           castnum++;
           castdeath = false;
           if (  castorder[castnum].name == NULL )
           castnum = 0;
           if (  mobjinfo[castorder[castnum].type].seesound )
           S_StartSound (  NULL,   mobjinfo[castorder[castnum].type].seesound );
           caststate = &states[mobjinfo[castorder[castnum].type].seestate];
           castframes = 0;
           }
           else
           {
           // just advance to next state in animation
           if (  caststate == &states[S_PLAY_ATK1] )
           goto stopattack; // Oh,   gross hack!
           st = caststate->nextstate;
           caststate = &states[st];
           castframes++;
          
           // sound hacks....
           switch (  st )
           {
           case S_PLAY_ATK1: sfx = sfx_dshtgn; break;
           case S_POSS_ATK2: sfx = sfx_pistol; break;
           case S_SPOS_ATK2: sfx = sfx_shotgn; break;
           case S_VILE_ATK2: sfx = sfx_vilatk; break;
           case S_SKEL_FIST2: sfx = sfx_skeswg; break;
           case S_SKEL_FIST4: sfx = sfx_skepch; break;
           case S_SKEL_MISS2: sfx = sfx_skeatk; break;
           case S_FATT_ATK8:
           case S_FATT_ATK5:
           case S_FATT_ATK2: sfx = sfx_firsht; break;
           case S_CPOS_ATK2:
           case S_CPOS_ATK3:
           case S_CPOS_ATK4: sfx = sfx_shotgn; break;
           case S_TROO_ATK3: sfx = sfx_claw; break;
           case S_SARG_ATK2: sfx = sfx_sgtatk; break;
           case S_BOSS_ATK2:
           case S_BOS2_ATK2:
           case S_HEAD_ATK2: sfx = sfx_firsht; break;
           case S_SKULL_ATK2: sfx = sfx_sklatk; break;
           case S_SPID_ATK2:
           case S_SPID_ATK3: sfx = sfx_shotgn; break;
           case S_BSPI_ATK2: sfx = sfx_plasma; break;
           case S_CYBER_ATK2:
           case S_CYBER_ATK4:
           case S_CYBER_ATK6: sfx = sfx_rlaunc; break;
           case S_PAIN_ATK3: sfx = sfx_sklatk; break;
           default: sfx = 0; break;
           }
          
           if (  sfx )
           S_StartSound (  NULL,   sfx );
           }
          
           if (  castframes == 12 )
           {
           // go into attack frame
           castattacking = true;
           if (  castonmelee )
           caststate=&states[mobjinfo[castorder[castnum].type].meleestate];
           else
           caststate=&states[mobjinfo[castorder[castnum].type].missilestate];
           castonmelee ^= 1;
           if (  caststate == &states[S_NULL] )
           {
           if (  castonmelee )
           caststate=
           &states[mobjinfo[castorder[castnum].type].meleestate];
           else
           caststate=
           &states[mobjinfo[castorder[castnum].type].missilestate];
           }
           }
          
           if (  castattacking )
           {
           if (  castframes == 24
           || caststate == &states[mobjinfo[castorder[castnum].type].seestate]  )
           {
           stopattack:
           castattacking = false;
           castframes = 0;
           caststate = &states[mobjinfo[castorder[castnum].type].seestate];
           }
           }
          
           casttics = caststate->tics;
           if (  casttics == -1 )
           casttics = 15;
          }
          
          
          //
          // F_CastResponder
          //
          
     502  boolean F_CastResponder (  event_t* ev )
          {
           if (  ev->type != ev_keydown )
           return false;
          
           if (  castdeath )
           return true; // already in dying frames
          
           // go into death frame
           castdeath = true;
           caststate = &states[mobjinfo[castorder[castnum].type].deathstate];
           casttics = caststate->tics;
           castframes = 0;
           castattacking = false;
           if (  mobjinfo[castorder[castnum].type].deathsound )
           S_StartSound (  NULL,   mobjinfo[castorder[castnum].type].deathsound );
          
           return true;
          }
          
          
     523  void F_CastPrint (  char* text )
          {
           char* ch;
           int c;
           int cx;
           int w;
           int width;
          
           // find width
           ch = text;
           width = 0;
          
           while (  ch )
           {
           c = *ch++;
           if (  !c )
           break;
           c = toupper(  c ) - HU_FONTSTART;
           if (  c < 0 || c> HU_FONTSIZE )
           {
           width += 4;
           continue;
           }
          
           w = SHORT (  hu_font[c]->width );
           width += w;
           }
          
           // draw it
           cx = 160-width/2;
           ch = text;
           while (  ch )
           {
           c = *ch++;
           if (  !c )
           break;
           c = toupper(  c ) - HU_FONTSTART;
           if (  c < 0 || c> HU_FONTSIZE )
           {
           cx += 4;
           continue;
           }
          
           w = SHORT (  hu_font[c]->width );
           V_DrawPatch(  cx,   180,   0,   hu_font[c] );
           cx+=w;
           }
          
          }
          
          
          //
          // F_CastDrawer
          //
     577  void V_DrawPatchFlipped (  int x,   int y,   int scrn,   patch_t *patch );
          
     579  void F_CastDrawer (  void )
          {
           spritedef_t* sprdef;
           spriteframe_t* sprframe;
           int lump;
           boolean flip;
           patch_t* patch;
          
           // erase the entire screen to a background
           V_DrawPatch (  0,  0,  0,   W_CacheLumpName (  "BOSSBACK",   PU_CACHE ) );
          
           F_CastPrint (  castorder[castnum].name );
          
           // draw the current frame in the middle of the screen
           sprdef = &sprites[caststate->sprite];
           sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
           lump = sprframe->lump[0];
           flip = (  boolean )sprframe->flip[0];
          
           patch = W_CacheLumpNum (  lump+firstspritelump,   PU_CACHE );
           if (  flip )
           V_DrawPatchFlipped (  160,  170,  0,  patch );
           else
           V_DrawPatch (  160,  170,  0,  patch );
          }
          
          
          //
          // F_DrawPatchCol
          //
          void
     610  F_DrawPatchCol
          (   int x,  
           patch_t* patch,  
           int col  )
          {
           column_t* column;
           byte* source;
           byte* dest;
           byte* desttop;
           int count;
          
           column = (  column_t * )(  (  byte * )patch + LONG(  patch->columnofs[col] ) );
           desttop = screens[0]+x;
          
           // step through the posts in a column
           while (  column->topdelta != 0xff  )
           {
           source = (  byte * )column + 3;
           dest = desttop + column->topdelta*SCREENWIDTH;
           count = column->length;
          
           while (  count-- )
           {
           *dest = *source++;
           dest += SCREENWIDTH;
           }
           column = (  column_t * )(   (  byte * )column + column->length + 4  );
           }
          }
          
          
          //
          // F_BunnyScroll
          //
     644  void F_BunnyScroll (  void )
          {
           int scrolled;
           int x;
           patch_t* p1;
           patch_t* p2;
           char name[10];
           int stage;
           static int laststage;
          
           p1 = W_CacheLumpName (  "PFUB2",   PU_LEVEL );
           p2 = W_CacheLumpName (  "PFUB1",   PU_LEVEL );
          
           V_MarkRect (  0,   0,   SCREENWIDTH,   SCREENHEIGHT );
          
           scrolled = 320 - (  finalecount-230 )/2;
           if (  scrolled > 320 )
           scrolled = 320;
           if (  scrolled < 0 )
           scrolled = 0;
          
           for (   x=0 ; x<SCREENWIDTH ; x++ )
           {
           if (  x+scrolled < 320 )
           F_DrawPatchCol (  x,   p1,   x+scrolled );
           else
           F_DrawPatchCol (  x,   p2,   x+scrolled - 320 );
           }
          
           if (  finalecount < 1130 )
           return;
           if (  finalecount < 1180 )
           {
           V_DrawPatch (  (  SCREENWIDTH-13*8 )/2,  
           (  SCREENHEIGHT-8*8 )/2,  0,   W_CacheLumpName (  "END0",  PU_CACHE ) );
           laststage = 0;
           return;
           }
          
           stage = (  finalecount-1180 ) / 5;
           if (  stage > 6 )
           stage = 6;
           if (  stage > laststage )
           {
           S_StartSound (  NULL,   sfx_pistol );
           laststage = stage;
           }
          
           sprintf (  name,  "END%i",  stage );
           V_DrawPatch (  (  SCREENWIDTH-13*8 )/2,   (  SCREENHEIGHT-8*8 )/2,  0,   W_CacheLumpName (  name,  PU_CACHE ) );
          }
          
          
          //
          // F_Drawer
          //
     700  void F_Drawer (  void )
          {
           if (  finalestage == 2 )
           {
           F_CastDrawer (   );
           return;
           }
          
           if (  !finalestage )
           F_TextWrite (   );
           else
           {
           switch (  gameepisode )
           {
           case 1:
           if (   gamemode == retail  )
           V_DrawPatch (  0,  0,  0,  
           W_CacheLumpName(  "CREDIT",  PU_CACHE ) );
           else
           V_DrawPatch (  0,  0,  0,  
           W_CacheLumpName(  "HELP2",  PU_CACHE ) );
           break;
           case 2:
           V_DrawPatch(  0,  0,  0,  
           W_CacheLumpName(  "VICTORY2",  PU_CACHE ) );
           break;
           case 3:
           F_BunnyScroll (   );
           break;
           case 4:
           V_DrawPatch (  0,  0,  0,  
           W_CacheLumpName(  "ENDPIC",  PU_CACHE ) );
           break;
           }
           }
          
          }
          
          

f_finale.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          //
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __F_FINALE__
          #define __F_FINALE__
          
          
          #include "doomtype.h"
          #include "d_event.h"
          //
          // FINALE
          //
          
          // Called by main loop.
      34  boolean F_Responder (  event_t* ev );
          
          // Called by main loop.
      37  void F_Ticker (  void );
          
          // Called by main loop.
      40  void F_Drawer (  void );
          
          
      43  void F_StartFinale (  void );
          
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

f_wipe.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Mission begin melt/wipe screen special effect.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char rcsid[] = "$Id: f_wipe.c,  v 1.2 1997/02/03 22:45:09 b1 Exp $";
          
          
          
          #include "z_zone.h"
          #include "i_video.h"
          #include "v_video.h"
          #include "m_random.h"
          
          #include "doomdef.h"
          
          #include "f_wipe.h"
          
          //
          // SCREEN WIPE PACKAGE
          //
          
          // when zero,   stop the wipe
          static boolean go = 0;
          
          static byte* wipe_scr_start;
          static byte* wipe_scr_end;
          static byte* wipe_scr;
          
          
          void
      51  wipe_shittyColMajorXform
          (   short* array,  
           int width,  
           int height  )
          {
           int x;
           int y;
           short* dest;
          
           dest = (  short* ) Z_Malloc(  width*height*2,   PU_STATIC,   0 );
          
           for(  y=0;y<height;y++ )
           for(  x=0;x<width;x++ )
           dest[x*height+y] = array[y*width+x];
          
           memcpy(  array,   dest,   width*height*2 );
          
           Z_Free(  dest );
          
          }
          
          int
      73  wipe_initColorXForm
          (   int width,  
           int height,  
           int ticks  )
          {
           memcpy(  wipe_scr,   wipe_scr_start,   width*height );
           return 0;
          }
          
          int
      83  wipe_doColorXForm
          (   int width,  
           int height,  
           int ticks  )
          {
           boolean changed;
           byte* w;
           byte* e;
           int newval;
          
           changed = false;
           w = wipe_scr;
           e = wipe_scr_end;
          
           while (  w!=wipe_scr+width*height )
           {
           if (  *w != *e )
           {
           if (  *w > *e )
           {
           newval = *w - ticks;
           if (  newval < *e )
           *w = *e;
           else
           *w = newval;
           changed = true;
           }
           else if (  *w < *e )
           {
           newval = *w + ticks;
           if (  newval > *e )
           *w = *e;
           else
           *w = newval;
           changed = true;
           }
           }
           w++;
           e++;
           }
          
           return !changed;
          
          }
          
          int
     129  wipe_exitColorXForm
          (   int width,  
           int height,  
           int ticks  )
          {
           return 0;
          }
          
          
          static int* y;
          
          int
     141  wipe_initMelt
          (   int width,  
           int height,  
           int ticks  )
          {
           int i,   r;
          
           // copy start screen to main screen
           memcpy(  wipe_scr,   wipe_scr_start,   width*height );
          
           // makes this wipe faster (  in theory )
           // to have stuff in column-major format
           wipe_shittyColMajorXform(  (  short* )wipe_scr_start,   width/2,   height );
           wipe_shittyColMajorXform(  (  short* )wipe_scr_end,   width/2,   height );
          
           // setup initial column positions
           // (  y<0 => not ready to scroll yet )
           y = (  int * ) Z_Malloc(  width*sizeof(  int ),   PU_STATIC,   0 );
           y[0] = -(  M_Random(   )%16 );
           for (  i=1;i<width;i++ )
           {
           r = (  M_Random(   )%3 ) - 1;
           y[i] = y[i-1] + r;
           if (  y[i] > 0 ) y[i] = 0;
           else if (  y[i] == -16 ) y[i] = -15;
           }
          
           return 0;
          }
          
          int
     172  wipe_doMelt
          (   int width,  
           int height,  
           int ticks  )
          {
           int i;
           int j;
           int dy;
           int idx;
          
           short* s;
           short* d;
           boolean done = true;
          
           width/=2;
          
           while (  ticks-- )
           {
           for (  i=0;i<width;i++ )
           {
           if (  y[i]<0 )
           {
           y[i]++; done = false;
           }
           else if (  y[i] < height )
           {
           dy = (  y[i] < 16 ) ? y[i]+1 : 8;
           if (  y[i]+dy >= height ) dy = height - y[i];
           s = &(  (  short * )wipe_scr_end )[i*height+y[i]];
           d = &(  (  short * )wipe_scr )[y[i]*width+i];
           idx = 0;
           for (  j=dy;j;j-- )
           {
           d[idx] = *(  s++ );
           idx += width;
           }
           y[i] += dy;
           s = &(  (  short * )wipe_scr_start )[i*height];
           d = &(  (  short * )wipe_scr )[y[i]*width+i];
           idx = 0;
           for (  j=height-y[i];j;j-- )
           {
           d[idx] = *(  s++ );
           idx += width;
           }
           done = false;
           }
           }
           }
          
           return done;
          
          }
          
          int
     227  wipe_exitMelt
          (   int width,  
           int height,  
           int ticks  )
          {
           Z_Free(  y );
           return 0;
          }
          
          int
     237  wipe_StartScreen
          (   int x,  
           int y,  
           int width,  
           int height  )
          {
           wipe_scr_start = screens[2];
           I_ReadScreen(  wipe_scr_start );
           return 0;
          }
          
          int
     249  wipe_EndScreen
          (   int x,  
           int y,  
           int width,  
           int height  )
          {
           wipe_scr_end = screens[3];
           I_ReadScreen(  wipe_scr_end );
           V_DrawBlock(  x,   y,   0,   width,   height,   wipe_scr_start ); // restore start scr.
           return 0;
          }
          
          int
     262  wipe_ScreenWipe
          (   int wipeno,  
           int x,  
           int y,  
           int width,  
           int height,  
           int ticks  )
          {
           int rc;
           static int (  *wipes[] )(  int,   int,   int ) =
           {
           wipe_initColorXForm,   wipe_doColorXForm,   wipe_exitColorXForm,  
           wipe_initMelt,   wipe_doMelt,   wipe_exitMelt
           };
          
           void V_MarkRect(  int,   int,   int,   int );
          
           // initial stuff
           if (  !go )
           {
           go = 1;
           // wipe_scr = (  byte * ) Z_Malloc(  width*height,   PU_STATIC,   0 ); // DEBUG
           wipe_scr = screens[0];
           (  *wipes[wipeno*3] )(  width,   height,   ticks );
           }
          
           // do a piece of wipe-in
           V_MarkRect(  0,   0,   width,   height );
           rc = (  *wipes[wipeno*3+1] )(  width,   height,   ticks );
           // V_DrawBlock(  x,   y,   0,   width,   height,   wipe_scr ); // DEBUG
          
           // final stuff
           if (  rc )
           {
           go = 0;
           (  *wipes[wipeno*3+2] )(  width,   height,   ticks );
           }
          
           return !go;
          
          }

f_wipe.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Mission start screen wipe/melt,   special effects.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __F_WIPE_H__
          #define __F_WIPE_H__
          
          //
          // SCREEN WIPE PACKAGE
          //
          
          enum
          {
           // simple gradual pixel change for 8-bit only
           wipe_ColorXForm,  
          
           // weird screen melt
           wipe_Melt,  
          
           wipe_NUMWIPES
          };
          
          int
      42  wipe_StartScreen
          (   int x,  
           int y,  
           int width,  
           int height  );
          
          
          int
      50  wipe_EndScreen
          (   int x,  
           int y,  
           int width,  
           int height  );
          
          
          int
      58  wipe_ScreenWipe
          (   int wipeno,  
           int x,  
           int y,  
           int width,  
           int height,  
           int ticks  );
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

g_game.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION: none
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: g_game.c,  v 1.8 1997/02/03 22:45:09 b1 Exp $";
          
          #include <string.h>
          #include <stdlib.h>
          
          #include "doomdef.h"
          #include "doomstat.h"
          
          #include "z_zone.h"
          #include "f_finale.h"
          #include "m_argv.h"
          #include "m_misc.h"
          #include "m_menu.h"
          #include "m_random.h"
          #include "i_system.h"
          
          #include "p_setup.h"
          #include "p_saveg.h"
          #include "p_tick.h"
          
          #include "d_main.h"
          
          #include "wi_stuff.h"
          #include "hu_stuff.h"
          #include "st_stuff.h"
          #include "am_map.h"
          
          // Needs access to LFB.
          #include "v_video.h"
          
          #include "w_wad.h"
          
          #include "p_local.h"
          
          #include "s_sound.h"
          
          // Data.
          #include "dstrings.h"
          #include "sounds.h"
          
          // SKY handling - still the wrong place.
          #include "r_data.h"
          #include "r_sky.h"
          
          
          
          #include "g_game.h"
          
          
          #define SAVEGAMESIZE 0x2c000
          #define SAVESTRINGSIZE 24
          
          
          
      79  boolean G_CheckDemoStatus (  void );
      80  void G_ReadDemoTiccmd (  ticcmd_t* cmd );
      81  void G_WriteDemoTiccmd (  ticcmd_t* cmd );
      82  void G_PlayerReborn (  int player );
      83  void G_InitNew (  skill_t skill,   int episode,   int map );
          
      85  void G_DoReborn (  int playernum );
          
      87  void G_DoLoadLevel (  void );
      88  void G_DoNewGame (  void );
      89  void G_DoLoadGame (  void );
      90  void G_DoPlayDemo (  void );
      91  void G_DoCompleted (  void );
      92  void G_DoVictory (  void );
      93  void G_DoWorldDone (  void );
      94  void G_DoSaveGame (  void );
          
          
          gameaction_t gameaction;
          gamestate_t gamestate;
          skill_t gameskill;
          boolean respawnmonsters;
          int gameepisode;
          int gamemap;
          
          boolean paused;
          boolean sendpause; // send a pause event next tic
          boolean sendsave; // send a save event next tic
          boolean usergame; // ok to save / end game
          
          boolean timingdemo; // if true,   exit with report on completion
          boolean nodrawers; // for comparative timing purposes
          boolean noblit; // for comparative timing purposes
          int starttime; // for comparative timing purposes
          
          boolean viewactive;
          
          boolean deathmatch; // only if started as net death
          boolean netgame; // only true if packets are broadcast
          boolean playeringame[MAXPLAYERS];
          player_t players[MAXPLAYERS];
          
          int consoleplayer; // player taking events and displaying
          int displayplayer; // view being displayed
          int gametic;
          int levelstarttic; // gametic at level start
          int totalkills,   totalitems,   totalsecret; // for intermission
          
          char demoname[32];
          boolean demorecording;
          boolean demoplayback;
          boolean netdemo;
          byte* demobuffer;
          byte* demo_p;
          byte* demoend;
          boolean singledemo; // quit after playing a demo from cmdline
          
          boolean precache = true; // if true,   load all graphics at start
          
          wbstartstruct_t wminfo; // parms for world map / intermission
          
          short consistancy[MAXPLAYERS][BACKUPTICS];
          
          byte* savebuffer;
          
          
          //
          // controls (  have defaults )
          //
          int key_right;
          int key_left;
          
          int key_up;
          int key_down;
          int key_strafeleft;
          int key_straferight;
          int key_fire;
          int key_use;
          int key_strafe;
          int key_speed;
          
          int mousebfire;
          int mousebstrafe;
          int mousebforward;
          
          int joybfire;
          int joybstrafe;
          int joybuse;
          int joybspeed;
          
          
          
          #define MAXPLMOVE (  forwardmove[1] )
          
          #define TURBOTHRESHOLD 0x32
          
          fixed_t forwardmove[2] = {0x19,   0x32};
          fixed_t sidemove[2] = {0x18,   0x28};
          fixed_t angleturn[3] = {640,   1280,   320}; // + slow turn
          
          #define SLOWTURNTICS 6
          
          #define NUMKEYS 256
          
          boolean gamekeydown[NUMKEYS];
          int turnheld; // for accelerative turning
          
          boolean mousearray[4];
          boolean* mousebuttons = &mousearray[1]; // allow [-1]
          
          // mouse values are used once
          int mousex;
          int mousey;
          
          int dclicktime;
          int dclickstate;
          int dclicks;
          int dclicktime2;
          int dclickstate2;
          int dclicks2;
          
          // joystick values are repeated
          int joyxmove;
          int joyymove;
          boolean joyarray[5];
          boolean* joybuttons = &joyarray[1]; // allow [-1]
          
          int savegameslot;
          char savedescription[32];
          
          
          #define BODYQUESIZE 32
          
          mobj_t* bodyque[BODYQUESIZE];
          int bodyqueslot;
          
          void* statcopy; // for statistics driver
          
          
          
     219  int G_CmdChecksum (  ticcmd_t* cmd )
          {
           int i;
           int sum = 0;
          
           for (  i=0 ; i< sizeof(  *cmd )/4 - 1 ; i++ )
           sum += (  (  int * )cmd )[i];
          
           return sum;
          }
          
          
          //
          // G_BuildTiccmd
          // Builds a ticcmd from all of the available inputs
          // or reads it from the demo buffer.
          // If recording a demo,   write it out
          //
     237  void G_BuildTiccmd (  ticcmd_t* cmd )
          {
           int i;
           boolean strafe;
           boolean bstrafe;
           int speed;
           int tspeed;
           int forward;
           int side;
          
           ticcmd_t* base;
          
           base = I_BaseTiccmd (   ); // empty,   or external driver
           memcpy (  cmd,  base,  sizeof(  *cmd ) );
          
           cmd->consistancy =
           consistancy[consoleplayer][maketic%BACKUPTICS];
          
          
           strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
           || joybuttons[joybstrafe];
           speed = gamekeydown[key_speed] || joybuttons[joybspeed];
          
           forward = side = 0;
          
           // use two stage accelerative turning
           // on the keyboard and joystick
           if (  joyxmove < 0
           || joyxmove > 0
           || gamekeydown[key_right]
           || gamekeydown[key_left] )
           turnheld += ticdup;
           else
           turnheld = 0;
          
           if (  turnheld < SLOWTURNTICS )
           tspeed = 2; // slow turn
           else
           tspeed = speed;
          
           // let movement keys cancel each other out
           if (  strafe )
           {
           if (  gamekeydown[key_right] )
           {
           // fprintf(  stderr,   "strafe right\n" );
           side += sidemove[speed];
           }
           if (  gamekeydown[key_left] )
           {
           // fprintf(  stderr,   "strafe left\n" );
           side -= sidemove[speed];
           }
           if (  joyxmove > 0 )
           side += sidemove[speed];
           if (  joyxmove < 0 )
           side -= sidemove[speed];
          
           }
           else
           {
           if (  gamekeydown[key_right] )
           cmd->angleturn -= angleturn[tspeed];
           if (  gamekeydown[key_left] )
           cmd->angleturn += angleturn[tspeed];
           if (  joyxmove > 0 )
           cmd->angleturn -= angleturn[tspeed];
           if (  joyxmove < 0 )
           cmd->angleturn += angleturn[tspeed];
           }
          
           if (  gamekeydown[key_up] )
           {
           // fprintf(  stderr,   "up\n" );
           forward += forwardmove[speed];
           }
           if (  gamekeydown[key_down] )
           {
           // fprintf(  stderr,   "down\n" );
           forward -= forwardmove[speed];
           }
           if (  joyymove < 0 )
           forward += forwardmove[speed];
           if (  joyymove > 0 )
           forward -= forwardmove[speed];
           if (  gamekeydown[key_straferight] )
           side += sidemove[speed];
           if (  gamekeydown[key_strafeleft] )
           side -= sidemove[speed];
          
           // buttons
           cmd->chatchar = HU_dequeueChatChar(   );
          
           if (  gamekeydown[key_fire] || mousebuttons[mousebfire]
           || joybuttons[joybfire] )
           cmd->buttons |= BT_ATTACK;
          
           if (  gamekeydown[key_use] || joybuttons[joybuse]  )
           {
           cmd->buttons |= BT_USE;
           // clear double clicks if hit use button
           dclicks = 0;
           }
          
           // chainsaw overrides
           for (  i=0 ; i<NUMWEAPONS-1 ; i++ )
           if (  gamekeydown['1'+i] )
           {
           cmd->buttons |= BT_CHANGE;
           cmd->buttons |= i<<BT_WEAPONSHIFT;
           break;
           }
          
           // mouse
           if (  mousebuttons[mousebforward] )
           forward += forwardmove[speed];
          
           // forward double click
           if (  mousebuttons[mousebforward] != dclickstate && dclicktime > 1  )
           {
           dclickstate = mousebuttons[mousebforward];
           if (  dclickstate )
           dclicks++;
           if (  dclicks == 2 )
           {
           cmd->buttons |= BT_USE;
           dclicks = 0;
           }
           else
           dclicktime = 0;
           }
           else
           {
           dclicktime += ticdup;
           if (  dclicktime > 20 )
           {
           dclicks = 0;
           dclickstate = 0;
           }
           }
          
           // strafe double click
           bstrafe =
           mousebuttons[mousebstrafe]
           || joybuttons[joybstrafe];
           if (  bstrafe != dclickstate2 && dclicktime2 > 1  )
           {
           dclickstate2 = bstrafe;
           if (  dclickstate2 )
           dclicks2++;
           if (  dclicks2 == 2 )
           {
           cmd->buttons |= BT_USE;
           dclicks2 = 0;
           }
           else
           dclicktime2 = 0;
           }
           else
           {
           dclicktime2 += ticdup;
           if (  dclicktime2 > 20 )
           {
           dclicks2 = 0;
           dclickstate2 = 0;
           }
           }
          
           forward += mousey;
           if (  strafe )
           side += mousex*2;
           else
           cmd->angleturn -= mousex*0x8;
          
           mousex = mousey = 0;
          
           if (  forward > MAXPLMOVE )
           forward = MAXPLMOVE;
           else if (  forward < -MAXPLMOVE )
           forward = -MAXPLMOVE;
           if (  side > MAXPLMOVE )
           side = MAXPLMOVE;
           else if (  side < -MAXPLMOVE )
           side = -MAXPLMOVE;
          
           cmd->forwardmove += forward;
           cmd->sidemove += side;
          
           // special buttons
           if (  sendpause )
           {
           sendpause = false;
           cmd->buttons = BT_SPECIAL | BTS_PAUSE;
           }
          
           if (  sendsave )
           {
           sendsave = false;
           cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (  savegameslot<<BTS_SAVESHIFT );
           }
          }
          
          
          //
          // G_DoLoadLevel
          //
          extern gamestate_t wipegamestate;
          
     445  void G_DoLoadLevel (  void )
          {
           int i;
          
           // Set the sky map.
           // First thing,   we have a dummy sky texture name,  
           // a flat. The data is in the WAD only because
           // we look for an actual index,   instead of simply
           // setting one.
           skyflatnum = R_FlatNumForName (   SKYFLATNAME  );
          
           // DOOM determines the sky texture to be used
           // depending on the current episode,   and the game version.
           if (   (  gamemode == commercial )
           || (   gamemode == pack_tnt  )
           || (   gamemode == pack_plut  )  )
           {
           skytexture = R_TextureNumForName (  "SKY3" );
           if (  gamemap < 12 )
           skytexture = R_TextureNumForName (  "SKY1" );
           else
           if (  gamemap < 21 )
           skytexture = R_TextureNumForName (  "SKY2" );
           }
          
           levelstarttic = gametic; // for time calculation
          
           if (  wipegamestate == GS_LEVEL )
           wipegamestate = -1; // force a wipe
          
           gamestate = GS_LEVEL;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  playeringame[i] && players[i].playerstate == PST_DEAD )
           players[i].playerstate = PST_REBORN;
           memset (  players[i].frags,  0,  sizeof(  players[i].frags ) );
           }
          
           P_SetupLevel (  gameepisode,   gamemap,   0,   gameskill );
           displayplayer = consoleplayer; // view the guy you are playing
           starttime = I_GetTime (   );
           gameaction = ga_nothing;
           Z_CheckHeap (   );
          
           // clear cmd building stuff
           memset (  gamekeydown,   0,   sizeof(  gamekeydown ) );
           joyxmove = joyymove = 0;
           mousex = mousey = 0;
           sendpause = sendsave = paused = false;
           memset (  mousebuttons,   0,   sizeof(  mousebuttons ) );
           memset (  joybuttons,   0,   sizeof(  joybuttons ) );
          }
          
          
          //
          // G_Responder
          // Get info needed to make ticcmd_ts for the players.
          //
     504  boolean G_Responder (  event_t* ev )
          {
           // allow spy mode changes even during the demo
           if (  gamestate == GS_LEVEL && ev->type == ev_keydown
           && ev->data1 == KEY_F12 && (  singledemo || !deathmatch )  )
           {
           // spy mode
           do
           {
           displayplayer++;
           if (  displayplayer == MAXPLAYERS )
           displayplayer = 0;
           } while (  !playeringame[displayplayer] && displayplayer != consoleplayer );
           return true;
           }
          
           // any other key pops up menu if in demos
           if (  gameaction == ga_nothing && !singledemo &&
           (  demoplayback || gamestate == GS_DEMOSCREEN )
            )
           {
           if (  ev->type == ev_keydown ||
           (  ev->type == ev_mouse && ev->data1 ) ||
           (  ev->type == ev_joystick && ev->data1 )  )
           {
           M_StartControlPanel (   );
           return true;
           }
           return false;
           }
          
           if (  gamestate == GS_LEVEL )
           {
          #if 0
           if (  devparm && ev->type == ev_keydown && ev->data1 == ';' )
           {
           G_DeathMatchSpawnPlayer (  0 );
           return true;
           }
          #endif
           if (  HU_Responder (  ev ) )
           return true; // chat ate the event
           if (  ST_Responder (  ev ) )
           return true; // status window ate it
           if (  AM_Responder (  ev ) )
           return true; // automap ate it
           }
          
           if (  gamestate == GS_FINALE )
           {
           if (  F_Responder (  ev ) )
           return true; // finale ate the event
           }
          
           switch (  ev->type )
           {
           case ev_keydown:
           if (  ev->data1 == KEY_PAUSE )
           {
           sendpause = true;
           return true;
           }
           if (  ev->data1 <NUMKEYS )
           gamekeydown[ev->data1] = true;
           return true; // eat key down events
          
           case ev_keyup:
           if (  ev->data1 <NUMKEYS )
           gamekeydown[ev->data1] = false;
           return false; // always let key up events filter down
          
           case ev_mouse:
           mousebuttons[0] = ev->data1 & 1;
           mousebuttons[1] = ev->data1 & 2;
           mousebuttons[2] = ev->data1 & 4;
           mousex = ev->data2*(  mouseSensitivity+5 )/10;
           mousey = ev->data3*(  mouseSensitivity+5 )/10;
           return true; // eat events
          
           case ev_joystick:
           joybuttons[0] = ev->data1 & 1;
           joybuttons[1] = ev->data1 & 2;
           joybuttons[2] = ev->data1 & 4;
           joybuttons[3] = ev->data1 & 8;
           joyxmove = ev->data2;
           joyymove = ev->data3;
           return true; // eat events
          
           default:
           break;
           }
          
           return false;
          }
          
          
          
          //
          // G_Ticker
          // Make ticcmd_ts for the players.
          //
     605  void G_Ticker (  void )
          {
           int i;
           int buf;
           ticcmd_t* cmd;
          
           // do player reborns if needed
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           if (  playeringame[i] && players[i].playerstate == PST_REBORN )
           G_DoReborn (  i );
          
           // do things to change the game state
           while (  gameaction != ga_nothing )
           {
           switch (  gameaction )
           {
           case ga_loadlevel:
           G_DoLoadLevel (   );
           break;
           case ga_newgame:
           G_DoNewGame (   );
           break;
           case ga_loadgame:
           G_DoLoadGame (   );
           break;
           case ga_savegame:
           G_DoSaveGame (   );
           break;
           case ga_playdemo:
           G_DoPlayDemo (   );
           break;
           case ga_completed:
           G_DoCompleted (   );
           break;
           case ga_victory:
           F_StartFinale (   );
           break;
           case ga_worlddone:
           G_DoWorldDone (   );
           break;
           case ga_screenshot:
           M_ScreenShot (   );
           gameaction = ga_nothing;
           break;
           case ga_nothing:
           break;
           }
           }
          
           // get commands,   check consistancy,  
           // and build new consistancy check
           buf = (  gametic/ticdup )%BACKUPTICS;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  playeringame[i] )
           {
           cmd = &players[i].cmd;
          
           memcpy (  cmd,   &netcmds[i][buf],   sizeof(  ticcmd_t ) );
          
           if (  demoplayback )
           G_ReadDemoTiccmd (  cmd );
           if (  demorecording )
           G_WriteDemoTiccmd (  cmd );
          
           // check for turbo cheats
           if (  cmd->forwardmove > TURBOTHRESHOLD
           && !(  gametic&31 ) && (  (  gametic>>5 )&3 ) == i  )
           {
           static char turbomessage[80];
           extern char *player_names[4];
           sprintf (  turbomessage,   "%s is turbo!",  player_names[i] );
           players[consoleplayer].message = turbomessage;
           }
          
           if (  netgame && !netdemo && !(  gametic%ticdup )  )
           {
           if (  gametic > BACKUPTICS
           && consistancy[i][buf] != cmd->consistancy )
           {
           I_Error (  "consistency failure (  %i should be %i )",  
           cmd->consistancy,   consistancy[i][buf] );
           }
           if (  players[i].mo )
           consistancy[i][buf] = players[i].mo->x;
           else
           consistancy[i][buf] = rndindex;
           }
           }
           }
          
           // check for special buttons
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  playeringame[i] )
           {
           if (  players[i].cmd.buttons & BT_SPECIAL )
           {
           switch (  players[i].cmd.buttons & BT_SPECIALMASK )
           {
           case BTS_PAUSE:
           paused ^= 1;
           if (  paused )
           S_PauseSound (   );
           else
           S_ResumeSound (   );
           break;
          
           case BTS_SAVEGAME:
           if (  !savedescription[0] )
           strcpy (  savedescription,   "NET GAME" );
           savegameslot =
           (  players[i].cmd.buttons & BTS_SAVEMASK )>>BTS_SAVESHIFT;
           gameaction = ga_savegame;
           break;
           }
           }
           }
           }
          
           // do main actions
           switch (  gamestate )
           {
           case GS_LEVEL:
           P_Ticker (   );
           ST_Ticker (   );
           AM_Ticker (   );
           HU_Ticker (   );
           break;
          
           case GS_INTERMISSION:
           WI_Ticker (   );
           break;
          
           case GS_FINALE:
           F_Ticker (   );
           break;
          
           case GS_DEMOSCREEN:
           D_PageTicker (   );
           break;
           }
          }
          
          
          //
          // PLAYER STRUCTURE FUNCTIONS
          // also see P_SpawnPlayer in P_Things
          //
          
          //
          // G_InitPlayer
          // Called at the start.
          // Called by the game initialization functions.
          //
     761  void G_InitPlayer (  int player )
          {
           player_t* p;
          
           // set up the saved info
           p = &players[player];
          
           // clear everything else to defaults
           G_PlayerReborn (  player );
          
          }
          
          
          
          //
          // G_PlayerFinishLevel
          // Can when a player completes a level.
          //
     779  void G_PlayerFinishLevel (  int player )
          {
           player_t* p;
          
           p = &players[player];
          
           memset (  p->powers,   0,   sizeof (  p->powers ) );
           memset (  p->cards,   0,   sizeof (  p->cards ) );
           p->mo->flags &= ~MF_SHADOW; // cancel invisibility
           p->extralight = 0; // cancel gun flashes
           p->fixedcolormap = 0; // cancel ir gogles
           p->damagecount = 0; // no palette changes
           p->bonuscount = 0;
          }
          
          
          //
          // G_PlayerReborn
          // Called after a player dies
          // almost everything is cleared and initialized
          //
     800  void G_PlayerReborn (  int player )
          {
           player_t* p;
           int i;
           int frags[MAXPLAYERS];
           int killcount;
           int itemcount;
           int secretcount;
          
           memcpy (  frags,  players[player].frags,  sizeof(  frags ) );
           killcount = players[player].killcount;
           itemcount = players[player].itemcount;
           secretcount = players[player].secretcount;
          
           p = &players[player];
           memset (  p,   0,   sizeof(  *p ) );
          
           memcpy (  players[player].frags,   frags,   sizeof(  players[player].frags ) );
           players[player].killcount = killcount;
           players[player].itemcount = itemcount;
           players[player].secretcount = secretcount;
          
           p->usedown = p->attackdown = true; // don't do anything immediately
           p->playerstate = PST_LIVE;
           p->health = MAXHEALTH;
           p->readyweapon = p->pendingweapon = wp_pistol;
           p->weaponowned[wp_fist] = true;
           p->weaponowned[wp_pistol] = true;
           p->ammo[am_clip] = 50;
          
           for (  i=0 ; i<NUMAMMO ; i++ )
           p->maxammo[i] = maxammo[i];
          
          }
          
          //
          // G_CheckSpot
          // Returns false if the player cannot be respawned
          // at the given mapthing_t spot
          // because something is occupying it
          //
     841  void P_SpawnPlayer (  mapthing_t* mthing );
          
          boolean
     844  G_CheckSpot
          (   int playernum,  
           mapthing_t* mthing  )
          {
           fixed_t x;
           fixed_t y;
           subsector_t* ss;
           unsigned an;
           mobj_t* mo;
           int i;
          
           if (  !players[playernum].mo )
           {
           // first spawn of level,   before corpses
           for (  i=0 ; i<playernum ; i++ )
           if (  players[i].mo->x == mthing->x << FRACBITS
           && players[i].mo->y == mthing->y << FRACBITS )
           return false;
           return true;
           }
          
           x = mthing->x << FRACBITS;
           y = mthing->y << FRACBITS;
          
           if (  !P_CheckPosition (  players[playernum].mo,   x,   y )  )
           return false;
          
           // flush an old corpse if needed
           if (  bodyqueslot >= BODYQUESIZE )
           P_RemoveMobj (  bodyque[bodyqueslot%BODYQUESIZE] );
           bodyque[bodyqueslot%BODYQUESIZE] = players[playernum].mo;
           bodyqueslot++;
          
           // spawn a teleport fog
           ss = R_PointInSubsector (  x,  y );
           an = (   ANG45 * (  mthing->angle/45 )  ) >> ANGLETOFINESHIFT;
          
           mo = P_SpawnMobj (  x+20*finecosine[an],   y+20*finesine[an]
           ,   ss->sector->floorheight
           ,   MT_TFOG );
          
           if (  players[consoleplayer].viewz != 1 )
           S_StartSound (  mo,   sfx_telept ); // don't start sound on first frame
          
           return true;
          }
          
          
          //
          // G_DeathMatchSpawnPlayer
          // Spawns a player at one of the random death match spots
          // called at level load and each death
          //
     897  void G_DeathMatchSpawnPlayer (  int playernum )
          {
           int i,  j;
           int selections;
          
           selections = deathmatch_p - deathmatchstarts;
           if (  selections < 4 )
           I_Error (  "Only %i deathmatch spots,   4 required",   selections );
          
           for (  j=0 ; j<20 ; j++ )
           {
           i = P_Random(   ) % selections;
           if (  G_CheckSpot (  playernum,   &deathmatchstarts[i] )  )
           {
           deathmatchstarts[i].type = playernum+1;
           P_SpawnPlayer (  &deathmatchstarts[i] );
           return;
           }
           }
          
           // no good spot,   so the player will probably get stuck
           P_SpawnPlayer (  &playerstarts[playernum] );
          }
          
          //
          // G_DoReborn
          //
     924  void G_DoReborn (  int playernum )
          {
           int i;
          
           if (  !netgame )
           {
           // reload the level from scratch
           gameaction = ga_loadlevel;
           }
           else
           {
           // respawn at the start
          
           // first dissasociate the corpse
           players[playernum].mo->player = NULL;
          
           // spawn at random spot if in death match
           if (  deathmatch )
           {
           G_DeathMatchSpawnPlayer (  playernum );
           return;
           }
          
           if (  G_CheckSpot (  playernum,   &playerstarts[playernum] )  )
           {
           P_SpawnPlayer (  &playerstarts[playernum] );
           return;
           }
          
           // try to spawn at one of the other players spots
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  G_CheckSpot (  playernum,   &playerstarts[i] )  )
           {
           playerstarts[i].type = playernum+1; // fake as other player
           P_SpawnPlayer (  &playerstarts[i] );
           playerstarts[i].type = i+1; // restore
           return;
           }
           // he's going to be inside something. Too bad.
           }
           P_SpawnPlayer (  &playerstarts[playernum] );
           }
          }
          
          
     970  void G_ScreenShot (  void )
          {
           gameaction = ga_screenshot;
          }
          
          
          
          // DOOM Par Times
          int pars[4][10] =
          {
           {0},  
           {0,  30,  75,  120,  90,  165,  180,  180,  30,  165},  
           {0,  90,  90,  90,  120,  90,  360,  240,  30,  170},  
           {0,  90,  45,  90,  150,  90,  90,  165,  30,  135}
          };
          
          // DOOM II Par Times
          int cpars[32] =
          {
           30,  90,  120,  120,  90,  150,  120,  120,  270,  90,   // 1-10
           210,  150,  150,  150,  210,  150,  420,  150,  210,  150,   // 11-20
           240,  150,  180,  150,  150,  300,  330,  420,  300,  180,   // 21-30
           120,  30 // 31-32
          };
          
          
          //
          // G_DoCompleted
          //
          boolean secretexit;
          extern char* pagename;
          
    1002  void G_ExitLevel (  void )
          {
           secretexit = false;
           gameaction = ga_completed;
          }
          
          // Here's for the german edition.
    1009  void G_SecretExitLevel (  void )
          {
           // IF NO WOLF3D LEVELS,   NO SECRET EXIT!
           if (   (  gamemode == commercial )
           && (  W_CheckNumForName(  "map31" )<0 ) )
           secretexit = false;
           else
           secretexit = true;
           gameaction = ga_completed;
          }
          
    1020  void G_DoCompleted (  void )
          {
           int i;
          
           gameaction = ga_nothing;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           if (  playeringame[i] )
           G_PlayerFinishLevel (  i ); // take away cards and stuff
          
           if (  automapactive )
           AM_Stop (   );
          
           if (   gamemode != commercial )
           switch(  gamemap )
           {
           case 8:
           gameaction = ga_victory;
           return;
           case 9:
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           players[i].didsecret = true;
           break;
           }
          
          //#if 0 Hmmm - why?
           if (   (  gamemap == 8 )
           && (  gamemode != commercial )  )
           {
           // victory
           gameaction = ga_victory;
           return;
           }
          
           if (   (  gamemap == 9 )
           && (  gamemode != commercial )  )
           {
           // exit secret level
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           players[i].didsecret = true;
           }
          //#endif
          
          
           wminfo.didsecret = players[consoleplayer].didsecret;
           wminfo.epsd = gameepisode -1;
           wminfo.last = gamemap -1;
          
           // wminfo.next is 0 biased,   unlike gamemap
           if (   gamemode == commercial )
           {
           if (  secretexit )
           switch(  gamemap )
           {
           case 15: wminfo.next = 30; break;
           case 31: wminfo.next = 31; break;
           }
           else
           switch(  gamemap )
           {
           case 31:
           case 32: wminfo.next = 15; break;
           default: wminfo.next = gamemap;
           }
           }
           else
           {
           if (  secretexit )
           wminfo.next = 8; // go to secret level
           else if (  gamemap == 9 )
           {
           // returning from secret level
           switch (  gameepisode )
           {
           case 1:
           wminfo.next = 3;
           break;
           case 2:
           wminfo.next = 5;
           break;
           case 3:
           wminfo.next = 6;
           break;
           case 4:
           wminfo.next = 2;
           break;
           }
           }
           else
           wminfo.next = gamemap; // go to next level
           }
          
           wminfo.maxkills = totalkills;
           wminfo.maxitems = totalitems;
           wminfo.maxsecret = totalsecret;
           wminfo.maxfrags = 0;
           if (   gamemode == commercial  )
           wminfo.partime = 35*cpars[gamemap-1];
           else
           wminfo.partime = 35*pars[gameepisode][gamemap];
           wminfo.pnum = consoleplayer;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           wminfo.plyr[i].in = playeringame[i];
           wminfo.plyr[i].skills = players[i].killcount;
           wminfo.plyr[i].sitems = players[i].itemcount;
           wminfo.plyr[i].ssecret = players[i].secretcount;
           wminfo.plyr[i].stime = leveltime;
           memcpy (  wminfo.plyr[i].frags,   players[i].frags
           ,   sizeof(  wminfo.plyr[i].frags ) );
           }
          
           gamestate = GS_INTERMISSION;
           viewactive = false;
           automapactive = false;
          
           if (  statcopy )
           memcpy (  statcopy,   &wminfo,   sizeof(  wminfo ) );
          
           WI_Start (  &wminfo );
          }
          
          
          //
          // G_WorldDone
          //
    1147  void G_WorldDone (  void )
          {
           gameaction = ga_worlddone;
          
           if (  secretexit )
           players[consoleplayer].didsecret = true;
          
           if (   gamemode == commercial  )
           {
           switch (  gamemap )
           {
           case 15:
           case 31:
           if (  !secretexit )
           break;
           case 6:
           case 11:
           case 20:
           case 30:
           F_StartFinale (   );
           break;
           }
           }
          }
          
    1172  void G_DoWorldDone (  void )
          {
           gamestate = GS_LEVEL;
           gamemap = wminfo.next+1;
           G_DoLoadLevel (   );
           gameaction = ga_nothing;
           viewactive = true;
          }
          
          
          
          //
          // G_InitFromSavegame
          // Can be called by the startup code or the menu task.
          //
          extern boolean setsizeneeded;
    1188  void R_ExecuteSetViewSize (  void );
          
          char savename[256];
          
    1192  void G_LoadGame (  char* name )
          {
           strcpy (  savename,   name );
           gameaction = ga_loadgame;
          }
          
          #define VERSIONSIZE 16
          
          
    1201  void G_DoLoadGame (  void )
          {
           int length;
           int i;
           int a,  b,  c;
           char vcheck[VERSIONSIZE];
          
           gameaction = ga_nothing;
          
           length = M_ReadFile (  savename,   &savebuffer );
           save_p = savebuffer + SAVESTRINGSIZE;
          
           // skip the description field
           memset (  vcheck,  0,  sizeof(  vcheck ) );
           sprintf (  vcheck,  "version %i",  VERSION );
           if (  strcmp (  save_p,   vcheck ) )
           return; // bad version
           save_p += VERSIONSIZE;
          
           gameskill = *save_p++;
           gameepisode = *save_p++;
           gamemap = *save_p++;
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           playeringame[i] = *save_p++;
          
           // load a base level
           G_InitNew (  gameskill,   gameepisode,   gamemap );
          
           // get the times
           a = *save_p++;
           b = *save_p++;
           c = *save_p++;
           leveltime = (  a<<16 ) + (  b<<8 ) + c;
          
           // dearchive all the modifications
           P_UnArchivePlayers (   );
           P_UnArchiveWorld (   );
           P_UnArchiveThinkers (   );
           P_UnArchiveSpecials (   );
          
           if (  *save_p != 0x1d )
           I_Error (  "Bad savegame" );
          
           // done
           Z_Free (  savebuffer );
          
           if (  setsizeneeded )
           R_ExecuteSetViewSize (   );
          
           // draw the pattern into the back screen
           R_FillBackScreen (   );
          }
          
          
          //
          // G_SaveGame
          // Called by the menu task.
          // Description is a 24 byte text string
          //
          void
    1261  G_SaveGame
          (   int slot,  
           char* description  )
          {
           savegameslot = slot;
           strcpy (  savedescription,   description );
           sendsave = true;
          }
          
    1270  void G_DoSaveGame (  void )
          {
           char name[100];
           char name2[VERSIONSIZE];
           char* description;
           int length;
           int i;
          
           if (  M_CheckParm(  "-cdrom" ) )
           sprintf(  name,  "c:\\doomdata\\"SAVEGAMENAME"%d.dsg",  savegameslot );
           else
           sprintf (  name,  SAVEGAMENAME"%d.dsg",  savegameslot );
           description = savedescription;
          
           save_p = savebuffer = screens[1]+0x4000;
          
           memcpy (  save_p,   description,   SAVESTRINGSIZE );
           save_p += SAVESTRINGSIZE;
           memset (  name2,  0,  sizeof(  name2 ) );
           sprintf (  name2,  "version %i",  VERSION );
           memcpy (  save_p,   name2,   VERSIONSIZE );
           save_p += VERSIONSIZE;
          
           *save_p++ = gameskill;
           *save_p++ = gameepisode;
           *save_p++ = gamemap;
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           *save_p++ = playeringame[i];
           *save_p++ = leveltime>>16;
           *save_p++ = leveltime>>8;
           *save_p++ = leveltime;
          
           P_ArchivePlayers (   );
           P_ArchiveWorld (   );
           P_ArchiveThinkers (   );
           P_ArchiveSpecials (   );
          
           *save_p++ = 0x1d; // consistancy marker
          
           length = save_p - savebuffer;
           if (  length > SAVEGAMESIZE )
           I_Error (  "Savegame buffer overrun" );
           M_WriteFile (  name,   savebuffer,   length );
           gameaction = ga_nothing;
           savedescription[0] = 0;
          
           players[consoleplayer].message = GGSAVED;
          
           // draw the pattern into the back screen
           R_FillBackScreen (   );
          }
          
          
          //
          // G_InitNew
          // Can be called by the startup code or the menu task,  
          // consoleplayer,   displayplayer,   playeringame[] should be set.
          //
          skill_t d_skill;
          int d_episode;
          int d_map;
          
          void
    1333  G_DeferedInitNew
          (   skill_t skill,  
           int episode,  
           int map )
          {
           d_skill = skill;
           d_episode = episode;
           d_map = map;
           gameaction = ga_newgame;
          }
          
          
    1345  void G_DoNewGame (  void )
          {
           demoplayback = false;
           netdemo = false;
           netgame = false;
           deathmatch = false;
           playeringame[1] = playeringame[2] = playeringame[3] = 0;
           respawnparm = false;
           fastparm = false;
           nomonsters = false;
           consoleplayer = 0;
           G_InitNew (  d_skill,   d_episode,   d_map );
           gameaction = ga_nothing;
          }
          
          // The sky texture to be used instead of the F_SKY1 dummy.
          extern int skytexture;
          
          
          void
    1365  G_InitNew
          (   skill_t skill,  
           int episode,  
           int map  )
          {
           int i;
          
           if (  paused )
           {
           paused = false;
           S_ResumeSound (   );
           }
          
          
           if (  skill > sk_nightmare )
           skill = sk_nightmare;
          
          
           // This was quite messy with SPECIAL and commented parts.
           // Supposedly hacks to make the latest edition work.
           // It might not work properly.
           if (  episode < 1 )
           episode = 1;
          
           if (   gamemode == retail  )
           {
           if (  episode > 4 )
           episode = 4;
           }
           else if (   gamemode == shareware  )
           {
           if (  episode > 1 )
           episode = 1; // only start episode 1 on shareware
           }
           else
           {
           if (  episode > 3 )
           episode = 3;
           }
          
          
          
           if (  map < 1 )
           map = 1;
          
           if (   (  map > 9 )
           && (   gamemode != commercial )  )
           map = 9;
          
           M_ClearRandom (   );
          
           if (  skill == sk_nightmare || respawnparm  )
           respawnmonsters = true;
           else
           respawnmonsters = false;
          
           if (  fastparm || (  skill == sk_nightmare && gameskill != sk_nightmare )  )
           {
           for (  i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++ )
           states[i].tics >>= 1;
           mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
           mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
           mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
           }
           else if (  skill != sk_nightmare && gameskill == sk_nightmare )
           {
           for (  i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++ )
           states[i].tics <<= 1;
           mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
           mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
           mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
           }
          
          
           // force players to be initialized upon first level load
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           players[i].playerstate = PST_REBORN;
          
           usergame = true; // will be set false if a demo
           paused = false;
           demoplayback = false;
           automapactive = false;
           viewactive = true;
           gameepisode = episode;
           gamemap = map;
           gameskill = skill;
          
           viewactive = true;
          
           // set the sky map for the episode
           if (   gamemode == commercial )
           {
           skytexture = R_TextureNumForName (  "SKY3" );
           if (  gamemap < 12 )
           skytexture = R_TextureNumForName (  "SKY1" );
           else
           if (  gamemap < 21 )
           skytexture = R_TextureNumForName (  "SKY2" );
           }
           else
           switch (  episode )
           {
           case 1:
           skytexture = R_TextureNumForName (  "SKY1" );
           break;
           case 2:
           skytexture = R_TextureNumForName (  "SKY2" );
           break;
           case 3:
           skytexture = R_TextureNumForName (  "SKY3" );
           break;
           case 4: // Special Edition sky
           skytexture = R_TextureNumForName (  "SKY4" );
           break;
           }
          
           G_DoLoadLevel (   );
          }
          
          
          //
          // DEMO RECORDING
          //
          #define DEMOMARKER 0x80
          
          
    1491  void G_ReadDemoTiccmd (  ticcmd_t* cmd )
          {
           if (  *demo_p == DEMOMARKER )
           {
           // end of demo data stream
           G_CheckDemoStatus (   );
           return;
           }
           cmd->forwardmove = (  (  signed char )*demo_p++ );
           cmd->sidemove = (  (  signed char )*demo_p++ );
           cmd->angleturn = (  (  unsigned char )*demo_p++ )<<8;
           cmd->buttons = (  unsigned char )*demo_p++;
          }
          
          
    1506  void G_WriteDemoTiccmd (  ticcmd_t* cmd )
          {
           if (  gamekeydown['q'] ) // press q to end demo recording
           G_CheckDemoStatus (   );
           *demo_p++ = cmd->forwardmove;
           *demo_p++ = cmd->sidemove;
           *demo_p++ = (  cmd->angleturn+128 )>>8;
           *demo_p++ = cmd->buttons;
           demo_p -= 4;
           if (  demo_p > demoend - 16 )
           {
           // no more space
           G_CheckDemoStatus (   );
           return;
           }
          
           G_ReadDemoTiccmd (  cmd ); // make SURE it is exactly the same
          }
          
          
          
          //
          // G_RecordDemo
          //
    1530  void G_RecordDemo (  char* name )
          {
           int i;
           int maxsize;
          
           usergame = false;
           strcpy (  demoname,   name );
           strcat (  demoname,   ".lmp" );
           maxsize = 0x20000;
           i = M_CheckParm (  "-maxdemo" );
           if (  i && i<myargc-1 )
           maxsize = atoi(  myargv[i+1] )*1024;
           demobuffer = Z_Malloc (  maxsize,  PU_STATIC,  NULL );
           demoend = demobuffer + maxsize;
          
           demorecording = true;
          }
          
          
    1549  void G_BeginRecording (  void )
          {
           int i;
          
           demo_p = demobuffer;
          
           *demo_p++ = VERSION;
           *demo_p++ = gameskill;
           *demo_p++ = gameepisode;
           *demo_p++ = gamemap;
           *demo_p++ = deathmatch;
           *demo_p++ = respawnparm;
           *demo_p++ = fastparm;
           *demo_p++ = nomonsters;
           *demo_p++ = consoleplayer;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           *demo_p++ = playeringame[i];
          }
          
          
          //
          // G_PlayDemo
          //
          
          char* defdemoname;
          
    1576  void G_DeferedPlayDemo (  char* name )
          {
           defdemoname = name;
           gameaction = ga_playdemo;
          }
          
    1582  void G_DoPlayDemo (  void )
          {
           skill_t skill;
           int i,   episode,   map;
          
           gameaction = ga_nothing;
           demobuffer = demo_p = W_CacheLumpName (  defdemoname,   PU_STATIC );
           if (   *demo_p++ != VERSION )
           {
           fprintf(   stderr,   "Demo is from a different game version!\n" );
           gameaction = ga_nothing;
           return;
           }
          
           skill = *demo_p++;
           episode = *demo_p++;
           map = *demo_p++;
           deathmatch = *demo_p++;
           respawnparm = *demo_p++;
           fastparm = *demo_p++;
           nomonsters = *demo_p++;
           consoleplayer = *demo_p++;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           playeringame[i] = *demo_p++;
           if (  playeringame[1] )
           {
           netgame = true;
           netdemo = true;
           }
          
           // don't spend a lot of time in loadlevel
           precache = false;
           G_InitNew (  skill,   episode,   map );
           precache = true;
          
           usergame = false;
           demoplayback = true;
          }
          
          //
          // G_TimeDemo
          //
    1625  void G_TimeDemo (  char* name )
          {
           nodrawers = M_CheckParm (  "-nodraw" );
           noblit = M_CheckParm (  "-noblit" );
           timingdemo = true;
           singletics = true;
          
           defdemoname = name;
           gameaction = ga_playdemo;
          }
          
          
          /*
          ===================
          =
          = G_CheckDemoStatus
          =
          = Called after a death or level completion to allow demos to be cleaned up
          = Returns true if a new demo loop action will take place
          ===================
          */
          
    1647  boolean G_CheckDemoStatus (  void )
          {
           int endtime;
          
           if (  timingdemo )
           {
           endtime = I_GetTime (   );
           I_Error (  "timed %i gametics in %i realtics",  gametic
           ,   endtime-starttime );
           }
          
           if (  demoplayback )
           {
           if (  singledemo )
           I_Quit (   );
          
           Z_ChangeTag (  demobuffer,   PU_CACHE );
           demoplayback = false;
           netdemo = false;
           netgame = false;
           deathmatch = false;
           playeringame[1] = playeringame[2] = playeringame[3] = 0;
           respawnparm = false;
           fastparm = false;
           nomonsters = false;
           consoleplayer = 0;
           D_AdvanceDemo (   );
           return true;
           }
          
           if (  demorecording )
           {
           *demo_p++ = DEMOMARKER;
           M_WriteFile (  demoname,   demobuffer,   demo_p - demobuffer );
           Z_Free (  demobuffer );
           demorecording = false;
           I_Error (  "Demo %s recorded",  demoname );
           }
          
           return false;
          }
          
          
          

g_game.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Duh.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __G_GAME__
          #define __G_GAME__
          
          #include "doomdef.h"
          #include "d_event.h"
          
          
          
          //
          // GAME
          //
      34  void G_DeathMatchSpawnPlayer (  int playernum );
          
      36  void G_InitNew (  skill_t skill,   int episode,   int map );
          
          // Can be called by the startup code or M_Responder.
          // A normal game starts at map 1,  
          // but a warp test can start elsewhere
      41  void G_DeferedInitNew (  skill_t skill,   int episode,   int map );
          
      43  void G_DeferedPlayDemo (  char* demo );
          
          // Can be called by the startup code or M_Responder,  
          // calls P_SetupLevel or W_EnterWorld.
      47  void G_LoadGame (  char* name );
          
      49  void G_DoLoadGame (  void );
          
          // Called by M_Responder.
      52  void G_SaveGame (  int slot,   char* description );
          
          // Only called by startup code.
      55  void G_RecordDemo (  char* name );
          
      57  void G_BeginRecording (  void );
          
      59  void G_PlayDemo (  char* name );
      60  void G_TimeDemo (  char* name );
      61  boolean G_CheckDemoStatus (  void );
          
      63  void G_ExitLevel (  void );
      64  void G_SecretExitLevel (  void );
          
      66  void G_WorldDone (  void );
          
      68  void G_Ticker (  void );
      69  boolean G_Responder (  event_t* ev );
          
      71  void G_ScreenShot (  void );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

hu_lib.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION: heads-up text and input code
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: hu_lib.c,  v 1.3 1997/01/26 07:44:58 b1 Exp $";
          
          #include <ctype.h>
          
          #include "doomdef.h"
          
          #include "v_video.h"
          #include "m_swap.h"
          
          #include "hu_lib.h"
          #include "r_local.h"
          #include "r_draw.h"
          
          // boolean : whether the screen is always erased
          #define noterased viewwindowx
          
          extern boolean automapactive; // in AM_map.c
          
      42  void HUlib_init(  void )
          {
          }
          
      46  void HUlib_clearTextLine(  hu_textline_t* t )
          {
           t->len = 0;
           t->l[0] = 0;
           t->needsupdate = true;
          }
          
          void
      54  HUlib_initTextLine
          (   hu_textline_t* t,  
           int x,  
           int y,  
           patch_t** f,  
           int sc  )
          {
           t->x = x;
           t->y = y;
           t->f = f;
           t->sc = sc;
           HUlib_clearTextLine(  t );
          }
          
          boolean
      69  HUlib_addCharToTextLine
          (   hu_textline_t* t,  
           char ch  )
          {
          
           if (  t->len == HU_MAXLINELENGTH )
           return false;
           else
           {
           t->l[t->len++] = ch;
           t->l[t->len] = 0;
           t->needsupdate = 4;
           return true;
           }
          
          }
          
      86  boolean HUlib_delCharFromTextLine(  hu_textline_t* t )
          {
          
           if (  !t->len ) return false;
           else
           {
           t->l[--t->len] = 0;
           t->needsupdate = 4;
           return true;
           }
          
          }
          
          void
     100  HUlib_drawTextLine
          (   hu_textline_t* l,  
           boolean drawcursor  )
          {
          
           int i;
           int w;
           int x;
           unsigned char c;
          
           // draw the new stuff
           x = l->x;
           for (  i=0;i<l->len;i++ )
           {
           c = toupper(  l->l[i] );
           if (  c != ' '
           && c >= l->sc
           && c <= '_' )
           {
           w = SHORT(  l->f[c - l->sc]->width );
           if (  x+w > SCREENWIDTH )
           break;
           V_DrawPatchDirect(  x,   l->y,   FG,   l->f[c - l->sc] );
           x += w;
           }
           else
           {
           x += 4;
           if (  x >= SCREENWIDTH )
           break;
           }
           }
          
           // draw the cursor if requested
           if (  drawcursor
           && x + SHORT(  l->f['_' - l->sc]->width ) <= SCREENWIDTH )
           {
           V_DrawPatchDirect(  x,   l->y,   FG,   l->f['_' - l->sc] );
           }
          }
          
          
          // sorta called by HU_Erase and just better darn get things straight
     143  void HUlib_eraseTextLine(  hu_textline_t* l )
          {
           int lh;
           int y;
           int yoffset;
           static boolean lastautomapactive = true;
          
           // Only erases when NOT in automap and the screen is reduced,  
           // and the text must either need updating or refreshing
           // (  because of a recent change back from the automap )
          
           if (  !automapactive &&
           viewwindowx && l->needsupdate )
           {
           lh = SHORT(  l->f[0]->height ) + 1;
           for (  y=l->y,  yoffset=y*SCREENWIDTH ; y<l->y+lh ; y++,  yoffset+=SCREENWIDTH )
           {
           if (  y < viewwindowy || y >= viewwindowy + viewheight )
           R_VideoErase(  yoffset,   SCREENWIDTH ); // erase entire line
           else
           {
           R_VideoErase(  yoffset,   viewwindowx ); // erase left border
           R_VideoErase(  yoffset + viewwindowx + viewwidth,   viewwindowx );
           // erase right border
           }
           }
           }
          
           lastautomapactive = automapactive;
           if (  l->needsupdate ) l->needsupdate--;
          
          }
          
          void
     177  HUlib_initSText
          (   hu_stext_t* s,  
           int x,  
           int y,  
           int h,  
           patch_t** font,  
           int startchar,  
           boolean* on  )
          {
          
           int i;
          
           s->h = h;
           s->on = on;
           s->laston = true;
           s->cl = 0;
           for (  i=0;i<h;i++ )
           HUlib_initTextLine(  &s->l[i],  
           x,   y - i*(  SHORT(  font[0]->height )+1 ),  
           font,   startchar );
          
          }
          
     200  void HUlib_addLineToSText(  hu_stext_t* s )
          {
          
           int i;
          
           // add a clear line
           if (  ++s->cl == s->h )
           s->cl = 0;
           HUlib_clearTextLine(  &s->l[s->cl] );
          
           // everything needs updating
           for (  i=0 ; i<s->h ; i++ )
           s->l[i].needsupdate = 4;
          
          }
          
          void
     217  HUlib_addMessageToSText
          (   hu_stext_t* s,  
           char* prefix,  
           char* msg  )
          {
           HUlib_addLineToSText(  s );
           if (  prefix )
           while (  *prefix )
           HUlib_addCharToTextLine(  &s->l[s->cl],   *(  prefix++ ) );
          
           while (  *msg )
           HUlib_addCharToTextLine(  &s->l[s->cl],   *(  msg++ ) );
          }
          
     231  void HUlib_drawSText(  hu_stext_t* s )
          {
           int i,   idx;
           hu_textline_t *l;
          
           if (  !*s->on )
           return; // if not on,   don't draw
          
           // draw everything
           for (  i=0 ; i<s->h ; i++ )
           {
           idx = s->cl - i;
           if (  idx < 0 )
           idx += s->h; // handle queue of lines
          
           l = &s->l[idx];
          
           // need a decision made here on whether to skip the draw
           HUlib_drawTextLine(  l,   false ); // no cursor,   please
           }
          
          }
          
     254  void HUlib_eraseSText(  hu_stext_t* s )
          {
          
           int i;
          
           for (  i=0 ; i<s->h ; i++ )
           {
           if (  s->laston && !*s->on )
           s->l[i].needsupdate = 4;
           HUlib_eraseTextLine(  &s->l[i] );
           }
           s->laston = *s->on;
          
          }
          
          void
     270  HUlib_initIText
          (   hu_itext_t* it,  
           int x,  
           int y,  
           patch_t** font,  
           int startchar,  
           boolean* on  )
          {
           it->lm = 0; // default left margin is start of text
           it->on = on;
           it->laston = true;
           HUlib_initTextLine(  &it->l,   x,   y,   font,   startchar );
          }
          
          
          // The following deletion routines adhere to the left margin restriction
     286  void HUlib_delCharFromIText(  hu_itext_t* it )
          {
           if (  it->l.len != it->lm )
           HUlib_delCharFromTextLine(  &it->l );
          }
          
     292  void HUlib_eraseLineFromIText(  hu_itext_t* it )
          {
           while (  it->lm != it->l.len )
           HUlib_delCharFromTextLine(  &it->l );
          }
          
          // Resets left margin as well
     299  void HUlib_resetIText(  hu_itext_t* it )
          {
           it->lm = 0;
           HUlib_clearTextLine(  &it->l );
          }
          
          void
     306  HUlib_addPrefixToIText
          (   hu_itext_t* it,  
           char* str  )
          {
           while (  *str )
           HUlib_addCharToTextLine(  &it->l,   *(  str++ ) );
           it->lm = it->l.len;
          }
          
          // wrapper function for handling general keyed input.
          // returns true if it ate the key
          boolean
     318  HUlib_keyInIText
          (   hu_itext_t* it,  
           unsigned char ch  )
          {
          
           if (  ch >= ' ' && ch <= '_' )
           HUlib_addCharToTextLine(  &it->l,   (  char ) ch );
           else
           if (  ch == KEY_BACKSPACE )
           HUlib_delCharFromIText(  it );
           else
           if (  ch != KEY_ENTER )
           return false; // did not eat key
          
           return true; // ate the key
          
          }
          
     336  void HUlib_drawIText(  hu_itext_t* it )
          {
          
           hu_textline_t *l = &it->l;
          
           if (  !*it->on )
           return;
           HUlib_drawTextLine(  l,   true ); // draw the line w/ cursor
          
          }
          
     347  void HUlib_eraseIText(  hu_itext_t* it )
          {
           if (  it->laston && !*it->on )
           it->l.needsupdate = 4;
           HUlib_eraseTextLine(  &it->l );
           it->laston = *it->on;
          }
          

hu_lib.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION: none
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __HULIB__
          #define __HULIB__
          
          // We are referring to patches.
          #include "r_defs.h"
          
          
          // background and foreground screen numbers
          // different from other modules.
          #define BG 1
          #define FG 0
          
          // font stuff
          #define HU_CHARERASE KEY_BACKSPACE
          
          #define HU_MAXLINES 4
          #define HU_MAXLINELENGTH 80
          
          //
          // Typedefs of widgets
          //
          
          // Text Line widget
          // (  parent of Scrolling Text and Input Text widgets )
          typedef struct
          {
           // left-justified position of scrolling text window
           int x;
           int y;
          
           patch_t** f; // font
           int sc; // start character
           char l[HU_MAXLINELENGTH+1]; // line of text
           int len; // current line length
          
           // whether this line needs to be udpated
           int needsupdate;
          
          } hu_textline_t;
          
          
          
          // Scrolling Text window widget
          // (  child of Text Line widget )
          typedef struct
          {
           hu_textline_t l[HU_MAXLINES]; // text lines to draw
           int h; // height in lines
           int cl; // current line number
          
           // pointer to boolean stating whether to update window
           boolean* on;
           boolean laston; // last value of *->on.
          
          } hu_stext_t;
          
          
          
          // Input Text Line widget
          // (  child of Text Line widget )
          typedef struct
          {
           hu_textline_t l; // text line to input on
          
           // left margin past which I am not to delete characters
           int lm;
          
           // pointer to boolean stating whether to update window
           boolean* on;
           boolean laston; // last value of *->on;
          
          } hu_itext_t;
          
          
          //
          // Widget creation,   access,   and update routines
          //
          
          // initializes heads-up widget library
     100  void HUlib_init(  void );
          
          //
          // textline code
          //
          
          // clear a line of text
     107  void HUlib_clearTextLine(  hu_textline_t *t );
          
     109  void HUlib_initTextLine(  hu_textline_t *t,   int x,   int y,   patch_t **f,   int sc );
          
          // returns success
     112  boolean HUlib_addCharToTextLine(  hu_textline_t *t,   char ch );
          
          // returns success
     115  boolean HUlib_delCharFromTextLine(  hu_textline_t *t );
          
          // draws tline
     118  void HUlib_drawTextLine(  hu_textline_t *l,   boolean drawcursor );
          
          // erases text line
     121  void HUlib_eraseTextLine(  hu_textline_t *l );
          
          
          //
          // Scrolling Text window widget routines
          //
          
          // ?
          void
     130  HUlib_initSText
          (   hu_stext_t* s,  
           int x,  
           int y,  
           int h,  
           patch_t** font,  
           int startchar,  
           boolean* on  );
          
          // add a new line
     140  void HUlib_addLineToSText(  hu_stext_t* s );
          
          // ?
          void
     144  HUlib_addMessageToSText
          (   hu_stext_t* s,  
           char* prefix,  
           char* msg  );
          
          // draws stext
     150  void HUlib_drawSText(  hu_stext_t* s );
          
          // erases all stext lines
     153  void HUlib_eraseSText(  hu_stext_t* s );
          
          // Input Text Line widget routines
          void
     157  HUlib_initIText
          (   hu_itext_t* it,  
           int x,  
           int y,  
           patch_t** font,  
           int startchar,  
           boolean* on  );
          
          // enforces left margin
     166  void HUlib_delCharFromIText(  hu_itext_t* it );
          
          // enforces left margin
     169  void HUlib_eraseLineFromIText(  hu_itext_t* it );
          
          // resets line and left margin
     172  void HUlib_resetIText(  hu_itext_t* it );
          
          // left of left-margin
          void
     176  HUlib_addPrefixToIText
          (   hu_itext_t* it,  
           char* str  );
          
          // whether eaten
          boolean
     182  HUlib_keyInIText
          (   hu_itext_t* it,  
           unsigned char ch  );
          
     186  void HUlib_drawIText(  hu_itext_t* it );
          
          // erases all itext lines
     189  void HUlib_eraseIText(  hu_itext_t* it );
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

hu_stuff.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION: Heads-up displays
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: hu_stuff.c,  v 1.4 1997/02/03 16:47:52 b1 Exp $";
          
          #include <ctype.h>
          
          #include "doomdef.h"
          
          #include "z_zone.h"
          
          #include "m_swap.h"
          
          #include "hu_stuff.h"
          #include "hu_lib.h"
          #include "w_wad.h"
          
          #include "s_sound.h"
          
          #include "doomstat.h"
          
          // Data.
          #include "dstrings.h"
          #include "sounds.h"
          
          //
          // Locally used constants,   shortcuts.
          //
          #define HU_TITLE (  mapnames[(  gameepisode-1 )*9+gamemap-1] )
          #define HU_TITLE2 (  mapnames2[gamemap-1] )
          #define HU_TITLEP (  mapnamesp[gamemap-1] )
          #define HU_TITLET (  mapnamest[gamemap-1] )
          #define HU_TITLEHEIGHT 1
          #define HU_TITLEX 0
          #define HU_TITLEY (  167 - SHORT(  hu_font[0]->height ) )
          
          #define HU_INPUTTOGGLE 't'
          #define HU_INPUTX HU_MSGX
          #define HU_INPUTY (  HU_MSGY + HU_MSGHEIGHT*(  SHORT(  hu_font[0]->height ) +1 ) )
          #define HU_INPUTWIDTH 64
          #define HU_INPUTHEIGHT 1
          
          
          
          char* chat_macros[] =
          {
           HUSTR_CHATMACRO0,  
           HUSTR_CHATMACRO1,  
           HUSTR_CHATMACRO2,  
           HUSTR_CHATMACRO3,  
           HUSTR_CHATMACRO4,  
           HUSTR_CHATMACRO5,  
           HUSTR_CHATMACRO6,  
           HUSTR_CHATMACRO7,  
           HUSTR_CHATMACRO8,  
           HUSTR_CHATMACRO9
          };
          
          char* player_names[] =
          {
           HUSTR_PLRGREEN,  
           HUSTR_PLRINDIGO,  
           HUSTR_PLRBROWN,  
           HUSTR_PLRRED
          };
          
          
          char chat_char; // remove later.
          static player_t* plr;
          patch_t* hu_font[HU_FONTSIZE];
          static hu_textline_t w_title;
          boolean chat_on;
          static hu_itext_t w_chat;
          static boolean always_off = false;
          static char chat_dest[MAXPLAYERS];
          static hu_itext_t w_inputbuffer[MAXPLAYERS];
          
          static boolean message_on;
          boolean message_dontfuckwithme;
          static boolean message_nottobefuckedwith;
          
          static hu_stext_t w_message;
          static int message_counter;
          
          extern int showMessages;
          extern boolean automapactive;
          
          static boolean headsupactive = false;
          
          //
          // Builtin map names.
          // The actual names can be found in DStrings.h.
          //
          
          char* mapnames[] = // DOOM shareware/registered/retail (  Ultimate ) names.
          {
          
           HUSTR_E1M1,  
           HUSTR_E1M2,  
           HUSTR_E1M3,  
           HUSTR_E1M4,  
           HUSTR_E1M5,  
           HUSTR_E1M6,  
           HUSTR_E1M7,  
           HUSTR_E1M8,  
           HUSTR_E1M9,  
          
           HUSTR_E2M1,  
           HUSTR_E2M2,  
           HUSTR_E2M3,  
           HUSTR_E2M4,  
           HUSTR_E2M5,  
           HUSTR_E2M6,  
           HUSTR_E2M7,  
           HUSTR_E2M8,  
           HUSTR_E2M9,  
          
           HUSTR_E3M1,  
           HUSTR_E3M2,  
           HUSTR_E3M3,  
           HUSTR_E3M4,  
           HUSTR_E3M5,  
           HUSTR_E3M6,  
           HUSTR_E3M7,  
           HUSTR_E3M8,  
           HUSTR_E3M9,  
          
           HUSTR_E4M1,  
           HUSTR_E4M2,  
           HUSTR_E4M3,  
           HUSTR_E4M4,  
           HUSTR_E4M5,  
           HUSTR_E4M6,  
           HUSTR_E4M7,  
           HUSTR_E4M8,  
           HUSTR_E4M9,  
          
           "NEWLEVEL",  
           "NEWLEVEL",  
           "NEWLEVEL",  
           "NEWLEVEL",  
           "NEWLEVEL",  
           "NEWLEVEL",  
           "NEWLEVEL",  
           "NEWLEVEL",  
           "NEWLEVEL"
          };
          
          char* mapnames2[] = // DOOM 2 map names.
          {
           HUSTR_1,  
           HUSTR_2,  
           HUSTR_3,  
           HUSTR_4,  
           HUSTR_5,  
           HUSTR_6,  
           HUSTR_7,  
           HUSTR_8,  
           HUSTR_9,  
           HUSTR_10,  
           HUSTR_11,  
          
           HUSTR_12,  
           HUSTR_13,  
           HUSTR_14,  
           HUSTR_15,  
           HUSTR_16,  
           HUSTR_17,  
           HUSTR_18,  
           HUSTR_19,  
           HUSTR_20,  
          
           HUSTR_21,  
           HUSTR_22,  
           HUSTR_23,  
           HUSTR_24,  
           HUSTR_25,  
           HUSTR_26,  
           HUSTR_27,  
           HUSTR_28,  
           HUSTR_29,  
           HUSTR_30,  
           HUSTR_31,  
           HUSTR_32
          };
          
          
          char* mapnamesp[] = // Plutonia WAD map names.
          {
           PHUSTR_1,  
           PHUSTR_2,  
           PHUSTR_3,  
           PHUSTR_4,  
           PHUSTR_5,  
           PHUSTR_6,  
           PHUSTR_7,  
           PHUSTR_8,  
           PHUSTR_9,  
           PHUSTR_10,  
           PHUSTR_11,  
          
           PHUSTR_12,  
           PHUSTR_13,  
           PHUSTR_14,  
           PHUSTR_15,  
           PHUSTR_16,  
           PHUSTR_17,  
           PHUSTR_18,  
           PHUSTR_19,  
           PHUSTR_20,  
          
           PHUSTR_21,  
           PHUSTR_22,  
           PHUSTR_23,  
           PHUSTR_24,  
           PHUSTR_25,  
           PHUSTR_26,  
           PHUSTR_27,  
           PHUSTR_28,  
           PHUSTR_29,  
           PHUSTR_30,  
           PHUSTR_31,  
           PHUSTR_32
          };
          
          
          char *mapnamest[] = // TNT WAD map names.
          {
           THUSTR_1,  
           THUSTR_2,  
           THUSTR_3,  
           THUSTR_4,  
           THUSTR_5,  
           THUSTR_6,  
           THUSTR_7,  
           THUSTR_8,  
           THUSTR_9,  
           THUSTR_10,  
           THUSTR_11,  
          
           THUSTR_12,  
           THUSTR_13,  
           THUSTR_14,  
           THUSTR_15,  
           THUSTR_16,  
           THUSTR_17,  
           THUSTR_18,  
           THUSTR_19,  
           THUSTR_20,  
          
           THUSTR_21,  
           THUSTR_22,  
           THUSTR_23,  
           THUSTR_24,  
           THUSTR_25,  
           THUSTR_26,  
           THUSTR_27,  
           THUSTR_28,  
           THUSTR_29,  
           THUSTR_30,  
           THUSTR_31,  
           THUSTR_32
          };
          
          
          const char* shiftxform;
          
          const char french_shiftxform[] =
          {
           0,  
           1,   2,   3,   4,   5,   6,   7,   8,   9,   10,  
           11,   12,   13,   14,   15,   16,   17,   18,   19,   20,  
           21,   22,   23,   24,   25,   26,   27,   28,   29,   30,  
           31,  
           ' ',   '!',   '"',   '#',   '$',   '%',   '&',  
           '"',   // shift-'
           '(  ',   ' )',   '*',   '+',  
           '?',   // shift-,  
           '_',   // shift--
           '>',   // shift-.
           '?',   // shift-/
           '0',   // shift-0
           '1',   // shift-1
           '2',   // shift-2
           '3',   // shift-3
           '4',   // shift-4
           '5',   // shift-5
           '6',   // shift-6
           '7',   // shift-7
           '8',   // shift-8
           '9',   // shift-9
           '/',  
           '.',   // shift-;
           '<',  
           '+',   // shift-=
           '>',   '?',   '@',  
           'A',   'B',   'C',   'D',   'E',   'F',   'G',   'H',   'I',   'J',   'K',   'L',   'M',   'N',  
           'O',   'P',   'Q',   'R',   'S',   'T',   'U',   'V',   'W',   'X',   'Y',   'Z',  
           '[',   // shift-[
           '!',   // shift-backslash - OH MY GOD DOES WATCOM SUCK
           ']',   // shift-]
           '"',   '_',  
           '\'',   // shift-`
           'A',   'B',   'C',   'D',   'E',   'F',   'G',   'H',   'I',   'J',   'K',   'L',   'M',   'N',  
           'O',   'P',   'Q',   'R',   'S',   'T',   'U',   'V',   'W',   'X',   'Y',   'Z',  
           '{',   '|',   '}',   '~',   127
          
          };
          
          const char english_shiftxform[] =
          {
          
           0,  
           1,   2,   3,   4,   5,   6,   7,   8,   9,   10,  
           11,   12,   13,   14,   15,   16,   17,   18,   19,   20,  
           21,   22,   23,   24,   25,   26,   27,   28,   29,   30,  
           31,  
           ' ',   '!',   '"',   '#',   '$',   '%',   '&',  
           '"',   // shift-'
           '(  ',   ' )',   '*',   '+',  
           '<',   // shift-,  
           '_',   // shift--
           '>',   // shift-.
           '?',   // shift-/
           ' )',   // shift-0
           '!',   // shift-1
           '@',   // shift-2
           '#',   // shift-3
           '$',   // shift-4
           '%',   // shift-5
           '^',   // shift-6
           '&',   // shift-7
           '*',   // shift-8
           '(  ',   // shift-9
           ':',  
           ':',   // shift-;
           '<',  
           '+',   // shift-=
           '>',   '?',   '@',  
           'A',   'B',   'C',   'D',   'E',   'F',   'G',   'H',   'I',   'J',   'K',   'L',   'M',   'N',  
           'O',   'P',   'Q',   'R',   'S',   'T',   'U',   'V',   'W',   'X',   'Y',   'Z',  
           '[',   // shift-[
           '!',   // shift-backslash - OH MY GOD DOES WATCOM SUCK
           ']',   // shift-]
           '"',   '_',  
           '\'',   // shift-`
           'A',   'B',   'C',   'D',   'E',   'F',   'G',   'H',   'I',   'J',   'K',   'L',   'M',   'N',  
           'O',   'P',   'Q',   'R',   'S',   'T',   'U',   'V',   'W',   'X',   'Y',   'Z',  
           '{',   '|',   '}',   '~',   127
          };
          
          char frenchKeyMap[128]=
          {
           0,  
           1,  2,  3,  4,  5,  6,  7,  8,  9,  10,  
           11,  12,  13,  14,  15,  16,  17,  18,  19,  20,  
           21,  22,  23,  24,  25,  26,  27,  28,  29,  30,  
           31,  
           ' ',  '!',  '"',  '#',  '$',  '%',  '&',  '%',  '(  ',  ' )',  '*',  '+',  ';',  '-',  ':',  '!',  
           '0',  '1',  '2',  '3',  '4',  '5',  '6',  '7',  '8',  '9',  ':',  'M',  '<',  '=',  '>',  '?',  
           '@',  'Q',  'B',  'C',  'D',  'E',  'F',  'G',  'H',  'I',  'J',  'K',  'L',  ',  ',  'N',  'O',  
           'P',  'A',  'R',  'S',  'T',  'U',  'V',  'Z',  'X',  'Y',  'W',  '^',  '\\',  '$',  '^',  '_',  
           '@',  'Q',  'B',  'C',  'D',  'E',  'F',  'G',  'H',  'I',  'J',  'K',  'L',  ',  ',  'N',  'O',  
           'P',  'A',  'R',  'S',  'T',  'U',  'V',  'Z',  'X',  'Y',  'W',  '^',  '\\',  '$',  '^',  127
          };
          
          char ForeignTranslation(  unsigned char ch )
          {
           return ch < 128 ? frenchKeyMap[ch] : ch;
          }
          
          void HU_Init(  void )
          {
          
           int i;
           int j;
           char buffer[9];
          
           if (  french )
           shiftxform = french_shiftxform;
           else
           shiftxform = english_shiftxform;
          
           // load the heads-up font
           j = HU_FONTSTART;
           for (  i=0;i<HU_FONTSIZE;i++ )
           {
           sprintf(  buffer,   "STCFN%.3d",   j++ );
           hu_font[i] = (  patch_t * ) W_CacheLumpName(  buffer,   PU_STATIC );
           }
          
          }
          
          void HU_Stop(  void )
          {
           headsupactive = false;
          }
          
          void HU_Start(  void )
          {
          
           int i;
           char* s;
          
           if (  headsupactive )
           HU_Stop(   );
          
           plr = &players[consoleplayer];
           message_on = false;
           message_dontfuckwithme = false;
           message_nottobefuckedwith = false;
           chat_on = false;
          
           // create the message widget
           HUlib_initSText(  &w_message,  
           HU_MSGX,   HU_MSGY,   HU_MSGHEIGHT,  
           hu_font,  
           HU_FONTSTART,   &message_on );
          
           // create the map title widget
           HUlib_initTextLine(  &w_title,  
           HU_TITLEX,   HU_TITLEY,  
           hu_font,  
           HU_FONTSTART );
          
           switch (   gamemode  )
           {
           case shareware:
           case registered:
           case retail:
           s = HU_TITLE;
           break;
          
          /* FIXME
           case pack_plut:
           s = HU_TITLEP;
           break;
           case pack_tnt:
           s = HU_TITLET;
           break;
          */
          
           case commercial:
           default:
           s = HU_TITLE2;
           break;
           }
          
           while (  *s )
           HUlib_addCharToTextLine(  &w_title,   *(  s++ ) );
          
           // create the chat widget
           HUlib_initIText(  &w_chat,  
           HU_INPUTX,   HU_INPUTY,  
           hu_font,  
           HU_FONTSTART,   &chat_on );
          
           // create the inputbuffer widgets
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           HUlib_initIText(  &w_inputbuffer[i],   0,   0,   0,   0,   &always_off );
          
           headsupactive = true;
          
          }
          
          void HU_Drawer(  void )
          {
          
           HUlib_drawSText(  &w_message );
           HUlib_drawIText(  &w_chat );
           if (  automapactive )
           HUlib_drawTextLine(  &w_title,   false );
          
          }
          
          void HU_Erase(  void )
          {
          
           HUlib_eraseSText(  &w_message );
           HUlib_eraseIText(  &w_chat );
           HUlib_eraseTextLine(  &w_title );
          
          }
          
          void HU_Ticker(  void )
          {
          
           int i,   rc;
           char c;
          
           // tick down message counter if message is up
           if (  message_counter && !--message_counter )
           {
           message_on = false;
           message_nottobefuckedwith = false;
           }
          
           if (  showMessages || message_dontfuckwithme )
           {
          
           // display message if necessary
           if (  (  plr->message && !message_nottobefuckedwith )
           || (  plr->message && message_dontfuckwithme ) )
           {
           HUlib_addMessageToSText(  &w_message,   0,   plr->message );
           plr->message = 0;
           message_on = true;
           message_counter = HU_MSGTIMEOUT;
           message_nottobefuckedwith = message_dontfuckwithme;
           message_dontfuckwithme = 0;
           }
          
           } // else message_on = false;
          
           // check for incoming chat characters
           if (  netgame )
           {
           for (  i=0 ; i<MAXPLAYERS; i++ )
           {
           if (  !playeringame[i] )
           continue;
           if (  i != consoleplayer
           && (  c = players[i].cmd.chatchar ) )
           {
           if (  c <= HU_BROADCAST )
           chat_dest[i] = c;
           else
           {
           if (  c >= 'a' && c <= 'z' )
           c = (  char ) shiftxform[(  unsigned char ) c];
           rc = HUlib_keyInIText(  &w_inputbuffer[i],   c );
           if (  rc && c == KEY_ENTER )
           {
           if (  w_inputbuffer[i].l.len
           && (  chat_dest[i] == consoleplayer+1
           || chat_dest[i] == HU_BROADCAST ) )
           {
           HUlib_addMessageToSText(  &w_message,  
           player_names[i],  
           w_inputbuffer[i].l.l );
          
           message_nottobefuckedwith = true;
           message_on = true;
           message_counter = HU_MSGTIMEOUT;
           if (   gamemode == commercial  )
           S_StartSound(  0,   sfx_radio );
           else
           S_StartSound(  0,   sfx_tink );
           }
           HUlib_resetIText(  &w_inputbuffer[i] );
           }
           }
           players[i].cmd.chatchar = 0;
           }
           }
           }
          
          }
          
          #define QUEUESIZE 128
          
          static char chatchars[QUEUESIZE];
          static int head = 0;
          static int tail = 0;
          
          
          void HU_queueChatChar(  char c )
          {
           if (  (  (  head + 1 ) & (  QUEUESIZE-1 ) ) == tail )
           {
           plr->message = HUSTR_MSGU;
           }
           else
           {
           chatchars[head] = c;
           head = (  head + 1 ) & (  QUEUESIZE-1 );
           }
          }
          
          char HU_dequeueChatChar(  void )
          {
           char c;
          
           if (  head != tail )
           {
           c = chatchars[tail];
           tail = (  tail + 1 ) & (  QUEUESIZE-1 );
           }
           else
           {
           c = 0;
           }
          
           return c;
          }
          
          boolean HU_Responder(  event_t *ev )
          {
          
           static char lastmessage[HU_MAXLINELENGTH+1];
           char* macromessage;
           boolean eatkey = false;
           static boolean shiftdown = false;
           static boolean altdown = false;
           unsigned char c;
           int i;
           int numplayers;
          
           static char destination_keys[MAXPLAYERS] =
           {
           HUSTR_KEYGREEN,  
           HUSTR_KEYINDIGO,  
           HUSTR_KEYBROWN,  
           HUSTR_KEYRED
           };
          
           static int num_nobrainers = 0;
          
           numplayers = 0;
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           numplayers += playeringame[i];
          
           if (  ev->data1 == KEY_RSHIFT )
           {
           shiftdown = ev->type == ev_keydown;
           return false;
           }
           else if (  ev->data1 == KEY_RALT || ev->data1 == KEY_LALT )
           {
           altdown = ev->type == ev_keydown;
           return false;
           }
          
           if (  ev->type != ev_keydown )
           return false;
          
           if (  !chat_on )
           {
           if (  ev->data1 == HU_MSGREFRESH )
           {
           message_on = true;
           message_counter = HU_MSGTIMEOUT;
           eatkey = true;
           }
           else if (  netgame && ev->data1 == HU_INPUTTOGGLE )
           {
           eatkey = chat_on = true;
           HUlib_resetIText(  &w_chat );
           HU_queueChatChar(  HU_BROADCAST );
           }
           else if (  netgame && numplayers > 2 )
           {
           for (  i=0; i<MAXPLAYERS ; i++ )
           {
           if (  ev->data1 == destination_keys[i] )
           {
           if (  playeringame[i] && i!=consoleplayer )
           {
           eatkey = chat_on = true;
           HUlib_resetIText(  &w_chat );
           HU_queueChatChar(  i+1 );
           break;
           }
           else if (  i == consoleplayer )
           {
           num_nobrainers++;
           if (  num_nobrainers < 3 )
           plr->message = HUSTR_TALKTOSELF1;
           else if (  num_nobrainers < 6 )
           plr->message = HUSTR_TALKTOSELF2;
           else if (  num_nobrainers < 9 )
           plr->message = HUSTR_TALKTOSELF3;
           else if (  num_nobrainers < 32 )
           plr->message = HUSTR_TALKTOSELF4;
           else
           plr->message = HUSTR_TALKTOSELF5;
           }
           }
           }
           }
           }
           else
           {
           c = ev->data1;
           // send a macro
           if (  altdown )
           {
           c = c - '0';
           if (  c > 9 )
           return false;
           // fprintf(  stderr,   "got here\n" );
           macromessage = chat_macros[c];
          
           // kill last message with a '\n'
           HU_queueChatChar(  KEY_ENTER ); // DEBUG!!!
          
           // send the macro message
           while (  *macromessage )
           HU_queueChatChar(  *macromessage++ );
           HU_queueChatChar(  KEY_ENTER );
          
           // leave chat mode and notify that it was sent
           chat_on = false;
           strcpy(  lastmessage,   chat_macros[c] );
           plr->message = lastmessage;
           eatkey = true;
           }
           else
           {
           if (  french )
           c = ForeignTranslation(  c );
           if (  shiftdown || (  c >= 'a' && c <= 'z' ) )
           c = shiftxform[c];
           eatkey = HUlib_keyInIText(  &w_chat,   c );
           if (  eatkey )
           {
           // static unsigned char buf[20]; // DEBUG
           HU_queueChatChar(  c );
          
           // sprintf(  buf,   "KEY: %d => %d",   ev->data1,   c );
           // plr->message = buf;
           }
           if (  c == KEY_ENTER )
           {
           chat_on = false;
           if (  w_chat.l.len )
           {
           strcpy(  lastmessage,   w_chat.l.l );
           plr->message = lastmessage;
           }
           }
           else if (  c == KEY_ESCAPE )
           chat_on = false;
           }
           }
          
           return eatkey;
          
          }

hu_stuff.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION: Head up display
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __HU_STUFF_H__
          #define __HU_STUFF_H__
          
          #include "d_event.h"
          
          
          //
          // Globally visible constants.
          //
          #define HU_FONTSTART '!' // the first font characters
          #define HU_FONTEND '_' // the last font characters
          
          // Calculate # of glyphs in font.
          #define HU_FONTSIZE (  HU_FONTEND - HU_FONTSTART + 1 )
          
          #define HU_BROADCAST 5
          
          #define HU_MSGREFRESH KEY_ENTER
          #define HU_MSGX 0
          #define HU_MSGY 0
          #define HU_MSGWIDTH 64 // in characters
          #define HU_MSGHEIGHT 1 // in lines
          
          #define HU_MSGTIMEOUT (  4*TICRATE )
          
          //
          // HEADS UP TEXT
          //
          
      50  void HU_Init(  void );
      51  void HU_Start(  void );
          
      53  boolean HU_Responder(  event_t* ev );
          
      55  void HU_Ticker(  void );
      56  void HU_Drawer(  void );
      57  char HU_dequeueChatChar(  void );
      58  void HU_Erase(  void );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

i_main.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Main program,   simply calls D_DoomMain high level loop.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: i_main.c,  v 1.4 1997/02/03 22:45:10 b1 Exp $";
          
          
          
          #include "doomdef.h"
          
          #include "m_argv.h"
          #include "d_main.h"
          
          int
      35  main
          (   int argc,  
           char** argv  )
          {
           myargc = argc;
           myargv = argv;
          
           D_DoomMain (   );
          
           return 0;
          }

i_net.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_bbox.c,  v 1.1 1997/02/03 22:45:10 b1 Exp $";
          
          #include <stdlib.h>
          #include <string.h>
          #include <stdio.h>
          
          #include <sys/socket.h>
          #include <netinet/in.h>
          #include <arpa/inet.h>
          #include <errno.h>
          #include <unistd.h>
          #include <netdb.h>
          #include <sys/ioctl.h>
          
          #include "i_system.h"
          #include "d_event.h"
          #include "d_net.h"
          #include "m_argv.h"
          
          #include "doomstat.h"
          
          #ifdef __GNUG__
          #pragma implementation "i_net.h"
          #endif
          #include "i_net.h"
          
          
          
          
          
          // For some odd reason...
          #define ntohl(  x ) \
           (  (  unsigned long int )(  (  (  (  unsigned long int )(  x ) & 0x000000ffU ) << 24 ) | \
           (  (  (  unsigned long int )(  x ) & 0x0000ff00U ) << 8 ) | \
           (  (  (  unsigned long int )(  x ) & 0x00ff0000U ) >> 8 ) | \
           (  (  (  unsigned long int )(  x ) & 0xff000000U ) >> 24 ) ) )
          
      61  #define ntohs(  x ) \
      62   (  (  unsigned short int )(  (  (  (  unsigned short int )(  x ) & 0x00ff ) << 8 ) | \
           (  (  (  unsigned short int )(  x ) & 0xff00 ) >> 8 ) ) ) \
          
          #define htonl(  x ) ntohl(  x )
          #define htons(  x ) ntohs(  x )
          
          void NetSend (  void );
          boolean NetListen (  void );
          
          
          //
          // NETWORKING
          //
          
          int DOOMPORT = (  IPPORT_USERRESERVED +0x1d  );
          
          int sendsocket;
          int insocket;
          
          struct sockaddr_in sendaddress[MAXNETNODES];
          
      83  void (  *netget ) (  void );
          void (  *netsend ) (  void );
          
          
          //
          // UDPsocket
          //
          int UDPsocket (  void )
          {
           int s;
          
           // allocate a socket
           s = socket (  PF_INET,   SOCK_DGRAM,   IPPROTO_UDP );
           if (  s<0 )
           I_Error (  "can't create socket: %s",  strerror(  errno ) );
          
      99   return s;
          }
          
          //
          // BindToLocalPort
          //
          void
          BindToLocalPort
          (   int s,  
           int port  )
          {
           int v;
           struct sockaddr_in address;
          
           memset (  &address,   0,   sizeof(  address ) );
           address.sin_family = AF_INET;
           address.sin_addr.s_addr = INADDR_ANY;
           address.sin_port = port;
          
           v = bind (  s,   (  void * )&address,   sizeof(  address ) );
           if (  v == -1 )
     120   I_Error (  "BindToPort: bind: %s",   strerror(  errno ) );
          }
          
          
          //
          // PacketSend
          //
          void PacketSend (  void )
          {
           int c;
           doomdata_t sw;
          
           // byte swap
           sw.checksum = htonl(  netbuffer->checksum );
           sw.player = netbuffer->player;
           sw.retransmitfrom = netbuffer->retransmitfrom;
           sw.starttic = netbuffer->starttic;
           sw.numtics = netbuffer->numtics;
           for (  c=0 ; c< netbuffer->numtics ; c++ )
           {
           sw.cmds[c].forwardmove = netbuffer->cmds[c].forwardmove;
           sw.cmds[c].sidemove = netbuffer->cmds[c].sidemove;
           sw.cmds[c].angleturn = htons(  netbuffer->cmds[c].angleturn );
           sw.cmds[c].consistancy = htons(  netbuffer->cmds[c].consistancy );
           sw.cmds[c].chatchar = netbuffer->cmds[c].chatchar;
           sw.cmds[c].buttons = netbuffer->cmds[c].buttons;
           }
          
           //printf (  "sending %i\n",  gametic );
           c = sendto (  sendsocket ,   &sw,   doomcom->datalength
           ,  0,  (  void * )&sendaddress[doomcom->remotenode]
           ,  sizeof(  sendaddress[doomcom->remotenode] ) );
          
           // if (  c == -1 )
     154   // I_Error (  "SendPacket error: %s",  strerror(  errno ) );
          }
          
          
          //
          // PacketGet
          //
          void PacketGet (  void )
          {
           int i;
           int c;
           struct sockaddr_in fromaddress;
           int fromlen;
           doomdata_t sw;
          
           fromlen = sizeof(  fromaddress );
           c = recvfrom (  insocket,   &sw,   sizeof(  sw ),   0
           ,   (  struct sockaddr * )&fromaddress,   &fromlen  );
           if (  c == -1  )
           {
           if (  errno != EWOULDBLOCK )
           I_Error (  "GetPacket: %s",  strerror(  errno ) );
           doomcom->remotenode = -1; // no packet
           return;
           }
          
           {
           static int first=1;
           if (  first )
           printf(  "len=%d:p=[0x%x 0x%x] \n",   c,   *(  int* )&sw,   *(  (  int* )&sw+1 ) );
           first = 0;
           }
          
           // find remote node number
           for (  i=0 ; i<doomcom->numnodes ; i++ )
           if (   fromaddress.sin_addr.s_addr == sendaddress[i].sin_addr.s_addr  )
           break;
          
           if (  i == doomcom->numnodes )
           {
           // packet is not from one of the players (  new game broadcast )
           doomcom->remotenode = -1; // no packet
           return;
           }
          
           doomcom->remotenode = i; // good packet from a game player
           doomcom->datalength = c;
          
           // byte swap
           netbuffer->checksum = ntohl(  sw.checksum );
           netbuffer->player = sw.player;
           netbuffer->retransmitfrom = sw.retransmitfrom;
           netbuffer->starttic = sw.starttic;
           netbuffer->numtics = sw.numtics;
          
           for (  c=0 ; c< netbuffer->numtics ; c++ )
           {
           netbuffer->cmds[c].forwardmove = sw.cmds[c].forwardmove;
           netbuffer->cmds[c].sidemove = sw.cmds[c].sidemove;
           netbuffer->cmds[c].angleturn = ntohs(  sw.cmds[c].angleturn );
           netbuffer->cmds[c].consistancy = ntohs(  sw.cmds[c].consistancy );
     215   netbuffer->cmds[c].chatchar = sw.cmds[c].chatchar;
           netbuffer->cmds[c].buttons = sw.cmds[c].buttons;
           }
          }
          
          
          
          int GetLocalAddress (  void )
          {
           char hostname[1024];
           struct hostent* hostentry; // host information entry
           int v;
          
           // get local address
           v = gethostname (  hostname,   sizeof(  hostname ) );
           if (  v == -1 )
           I_Error (  "GetLocalAddress : gethostname: errno %d",  errno );
          
           hostentry = gethostbyname (  hostname );
           if (  !hostentry )
           I_Error (  "GetLocalAddress : gethostbyname: couldn't get local host" );
          
     237   return *(  int * )hostentry->h_addr_list[0];
          }
          
          
          //
          // I_InitNetwork
          //
          void I_InitNetwork (  void )
          {
           boolean trueval = true;
           int i;
           int p;
           struct hostent* hostentry; // host information entry
          
           doomcom = malloc (  sizeof (  *doomcom )  );
           memset (  doomcom,   0,   sizeof(  *doomcom )  );
          
           // set up for network
           i = M_CheckParm (  "-dup" );
           if (  i && i< myargc-1 )
           {
           doomcom->ticdup = myargv[i+1][0]-'0';
           if (  doomcom->ticdup < 1 )
           doomcom->ticdup = 1;
           if (  doomcom->ticdup > 9 )
           doomcom->ticdup = 9;
           }
           else
           doomcom-> ticdup = 1;
          
           if (  M_CheckParm (  "-extratic" ) )
           doomcom-> extratics = 1;
           else
           doomcom-> extratics = 0;
          
           p = M_CheckParm (  "-port" );
           if (  p && p<myargc-1 )
           {
           DOOMPORT = atoi (  myargv[p+1] );
           printf (  "using alternate port %i\n",  DOOMPORT );
           }
          
           // parse network game options,  
           // -net <consoleplayer> <host> <host> ...
           i = M_CheckParm (  "-net" );
           if (  !i )
           {
           // single player game
           netgame = false;
           doomcom->id = DOOMCOM_ID;
           doomcom->numplayers = doomcom->numnodes = 1;
           doomcom->deathmatch = false;
           doomcom->consoleplayer = 0;
           return;
           }
          
           netsend = PacketSend;
           netget = PacketGet;
           netgame = true;
          
           // parse player number and host list
           doomcom->consoleplayer = myargv[i+1][0]-'1';
          
           doomcom->numnodes = 1; // this node for sure
          
           i++;
           while (  ++i < myargc && myargv[i][0] != '-' )
           {
           sendaddress[doomcom->numnodes].sin_family = AF_INET;
           sendaddress[doomcom->numnodes].sin_port = htons(  DOOMPORT );
           if (  myargv[i][0] == '.' )
           {
           sendaddress[doomcom->numnodes].sin_addr.s_addr
           = inet_addr (  myargv[i]+1 );
           }
           else
           {
           hostentry = gethostbyname (  myargv[i] );
           if (  !hostentry )
           I_Error (  "gethostbyname: couldn't find %s",   myargv[i] );
           sendaddress[doomcom->numnodes].sin_addr.s_addr
           = *(  int * )hostentry->h_addr_list[0];
           }
           doomcom->numnodes++;
           }
          
           doomcom->id = DOOMCOM_ID;
           doomcom->numplayers = doomcom->numnodes;
          
           // build message to receive
           insocket = UDPsocket (   );
     328   BindToLocalPort (  insocket,  htons(  DOOMPORT ) );
           ioctl (  insocket,   FIONBIO,   &trueval );
          
           sendsocket = UDPsocket (   );
          }
          
          
          void I_NetCmd (  void )
          {
           if (  doomcom->command == CMD_SEND )
           {
           netsend (   );
           }
           else if (  doomcom->command == CMD_GET )
           {
           netget (   );
           }
           else
           I_Error (  "Bad net cmd: %i\n",  doomcom->command );
          }
          

i_net.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // System specific network interface stuff.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __I_NET__
          #define __I_NET__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          
          // Called by D_DoomMain.
          
          
      36  void I_InitNetwork (  void );
      37  void I_NetCmd (  void );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

i_sound.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // System interface for sound.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: i_unix.c,  v 1.5 1997/02/03 22:45:10 b1 Exp $";
          
          #include <stdio.h>
          #include <stdlib.h>
          #include <stdarg.h>
          
          #include <math.h>
          
          #include <sys/time.h>
          #include <sys/types.h>
          
          #ifndef LINUX
          #include <sys/filio.h>
          #endif
          
          #include <fcntl.h>
          #include <unistd.h>
          #include <sys/ioctl.h>
          
          // Linux voxware output.
          #include <linux/soundcard.h>
          
          // Timer stuff. Experimental.
          #include <time.h>
          #include <signal.h>
          
          #include "z_zone.h"
          
          #include "i_system.h"
          #include "i_sound.h"
          #include "m_argv.h"
          #include "m_misc.h"
          #include "w_wad.h"
          
          #include "doomdef.h"
          
          // UNIX hack,   to be removed.
          #ifdef SNDSERV
          // Separate sound server process.
          FILE* sndserver=0;
          char* sndserver_filename = "./sndserver ";
          #elif SNDINTR
          
          // Update all 30 millisecs,   approx. 30fps synchronized.
          // Linux resolution is allegedly 10 millisecs,  
          // scale is microseconds.
          #define SOUND_INTERVAL 500
          
          // Get the interrupt. Set duration in millisecs.
      74  int I_SoundSetTimer(   int duration_of_tick  );
      75  void I_SoundDelTimer(   void  );
          #else
          // None?
          #endif
          
          
          // A quick hack to establish a protocol between
          // synchronous mix buffer updates and asynchronous
          // audio writes. Probably redundant with gametic.
          static int flag = 0;
          
          // The number of internal mixing channels,  
          // the samples calculated for each mixing step,  
          // the size of the 16bit,   2 hardware channel (  stereo )
          // mixing buffer,   and the samplerate of the raw data.
          
          
          // Needed for calling the actual sound output.
          #define SAMPLECOUNT 512
          #define NUM_CHANNELS 8
          // It is 2 for 16bit,   and 2 for two channels.
          #define BUFMUL 4
          #define MIXBUFFERSIZE (  SAMPLECOUNT*BUFMUL )
          
          #define SAMPLERATE 11025 // Hz
          #define SAMPLESIZE 2 // 16bit
          
          // The actual lengths of all sound effects.
          int lengths[NUMSFX];
          
          // The actual output device.
          int audio_fd;
          
          // The global mixing buffer.
          // Basically,   samples from all active internal channels
          // are modifed and added,   and stored in the buffer
          // that is submitted to the audio device.
          signed short mixbuffer[MIXBUFFERSIZE];
          
          
          // The channel step amount...
          unsigned int channelstep[NUM_CHANNELS];
          // ... and a 0.16 bit remainder of last step.
          unsigned int channelstepremainder[NUM_CHANNELS];
          
          
          // The channel data pointers,   start and end.
          unsigned char* channels[NUM_CHANNELS];
          unsigned char* channelsend[NUM_CHANNELS];
          
          
          // Time/gametic that the channel started playing,  
          // used to determine oldest,   which automatically
          // has lowest priority.
          // In case number of active sounds exceeds
          // available channels.
          int channelstart[NUM_CHANNELS];
          
          // The sound in channel handles,  
          // determined on registration,  
          // might be used to unregister/stop/modify,  
          // currently unused.
          int channelhandles[NUM_CHANNELS];
          
          // SFX id of the playing sound effect.
          // Used to catch duplicates (  like chainsaw ).
          int channelids[NUM_CHANNELS];
          
          // Pitch to stepping lookup,   unused.
          int steptable[256];
          
          // Volume lookups.
          int vol_lookup[128*256];
          
          // Hardware left and right channel volume lookup.
          int* channelleftvol_lookup[NUM_CHANNELS];
          int* channelrightvol_lookup[NUM_CHANNELS];
          
          
          
          
          //
          // Safe ioctl,   convenience.
          //
          void
     160  myioctl
          (   int fd,  
           int command,  
           int* arg  )
          {
           int rc;
           extern int errno;
          
           rc = ioctl(  fd,   command,   arg );
           if (  rc < 0 )
           {
           fprintf(  stderr,   "ioctl(  dsp,  %d,  arg ) failed\n",   command );
           fprintf(  stderr,   "errno=%d\n",   errno );
           exit(  -1 );
           }
          }
          
          
          
          
          
          //
          // This function loads the sound data from the WAD lump,  
          // for single sound.
          //
          void*
     186  getsfx
          (   char* sfxname,  
           int* len  )
          {
           unsigned char* sfx;
           unsigned char* paddedsfx;
           int i;
           int size;
           int paddedsize;
           char name[20];
           int sfxlump;
          
          
           // Get the sound data from the WAD,   allocate lump
           // in zone memory.
           sprintf(  name,   "ds%s",   sfxname );
          
           // Now,   there is a severe problem with the
           // sound handling,   in it is not (  yet/anymore )
           // gamemode aware. That means,   sounds from
           // DOOM II will be requested even with DOOM
           // shareware.
           // The sound list is wired into sounds.c,  
           // which sets the external variable.
           // I do not do runtime patches to that
           // variable. Instead,   we will use a
           // default sound for replacement.
           if (   W_CheckNumForName(  name ) == -1  )
           sfxlump = W_GetNumForName(  "dspistol" );
           else
           sfxlump = W_GetNumForName(  name );
          
           size = W_LumpLength(   sfxlump  );
          
           // Debug.
           // fprintf(   stderr,   "."  );
           //fprintf(   stderr,   " -loading %s (  lump %d,   %d bytes )\n",  
           // sfxname,   sfxlump,   size  );
           //fflush(   stderr  );
          
           sfx = (  unsigned char* )W_CacheLumpNum(   sfxlump,   PU_STATIC  );
          
           // Pads the sound effect out to the mixing buffer size.
           // The original realloc would interfere with zone memory.
           paddedsize = (  (  size-8 + (  SAMPLECOUNT-1 ) ) / SAMPLECOUNT ) * SAMPLECOUNT;
          
           // Allocate from zone memory.
           paddedsfx = (  unsigned char* )Z_Malloc(   paddedsize+8,   PU_STATIC,   0  );
           // ddt: (  unsigned char * ) realloc(  sfx,   paddedsize+8 );
           // This should interfere with zone memory handling,  
           // which does not kick in in the soundserver.
          
           // Now copy and pad.
           memcpy(   paddedsfx,   sfx,   size  );
           for (  i=size ; i<paddedsize+8 ; i++ )
           paddedsfx[i] = 128;
          
           // Remove the cached lump.
           Z_Free(   sfx  );
          
           // Preserve padded length.
           *len = paddedsize;
          
           // Return allocated padded data.
           return (  void * ) (  paddedsfx + 8 );
          }
          
          
          
          
          
          //
          // This function adds a sound to the
          // list of currently active sounds,  
          // which is maintained as a given number
          // (  eight,   usually ) of internal channels.
          // Returns a handle.
          //
          int
     265  addsfx
          (   int sfxid,  
           int volume,  
           int step,  
           int seperation  )
          {
           static unsigned short handlenums = 0;
          
           int i;
           int rc = -1;
          
           int oldest = gametic;
           int oldestnum = 0;
           int slot;
          
           int rightvol;
           int leftvol;
          
           // Chainsaw troubles.
           // Play these sound effects only one at a time.
           if (   sfxid == sfx_sawup
           || sfxid == sfx_sawidl
           || sfxid == sfx_sawful
           || sfxid == sfx_sawhit
           || sfxid == sfx_stnmov
           || sfxid == sfx_pistol  )
           {
           // Loop all channels,   check.
           for (  i=0 ; i<NUM_CHANNELS ; i++ )
           {
           // Active,   and using the same SFX?
           if (   (  channels[i] )
           && (  channelids[i] == sfxid )  )
           {
           // Reset.
           channels[i] = 0;
           // We are sure that iff,  
           // there will only be one.
           break;
           }
           }
           }
          
           // Loop all channels to find oldest SFX.
           for (  i=0; (  i<NUM_CHANNELS ) && (  channels[i] ); i++ )
           {
           if (  channelstart[i] < oldest )
           {
           oldestnum = i;
           oldest = channelstart[i];
           }
           }
          
           // Tales from the cryptic.
           // If we found a channel,   fine.
           // If not,   we simply overwrite the first one,   0.
           // Probably only happens at startup.
           if (  i == NUM_CHANNELS )
           slot = oldestnum;
           else
           slot = i;
          
           // Okay,   in the less recent channel,  
           // we will handle the new SFX.
           // Set pointer to raw data.
           channels[slot] = (  unsigned char * ) S_sfx[sfxid].data;
           // Set pointer to end of raw data.
           channelsend[slot] = channels[slot] + lengths[sfxid];
          
           // Reset current handle number,   limited to 0..100.
           if (  !handlenums )
           handlenums = 100;
          
           // Assign current handle number.
           // Preserved so sounds could be stopped (  unused ).
           channelhandles[slot] = rc = handlenums++;
          
           // Set stepping???
           // Kinda getting the impression this is never used.
           channelstep[slot] = step;
           // ???
           channelstepremainder[slot] = 0;
           // Should be gametic,   I presume.
           channelstart[slot] = gametic;
          
           // Separation,   that is,   orientation/stereo.
           // range is: 1 - 256
           seperation += 1;
          
           // Per left/right channel.
           // x^2 seperation,  
           // adjust volume properly.
           leftvol =
           volume - (  (  volume*seperation*seperation ) >> 16 ); ///(  256*256 );
           seperation = seperation - 257;
           rightvol =
           volume - (  (  volume*seperation*seperation ) >> 16 );
          
           // Sanity check,   clamp volume.
           if (  rightvol < 0 || rightvol > 127 )
           I_Error(  "rightvol out of bounds" );
          
           if (  leftvol < 0 || leftvol > 127 )
           I_Error(  "leftvol out of bounds" );
          
           // Get the proper lookup table piece
           // for this volume level???
           channelleftvol_lookup[slot] = &vol_lookup[leftvol*256];
           channelrightvol_lookup[slot] = &vol_lookup[rightvol*256];
          
           // Preserve sound SFX id,  
           // e.g. for avoiding duplicates of chainsaw.
           channelids[slot] = sfxid;
          
           // You tell me.
           return rc;
          }
          
          
          
          
          
          //
          // SFX API
          // Note: this was called by S_Init.
          // However,   whatever they did in the
          // old DPMS based DOS version,   this
          // were simply dummies in the Linux
          // version.
          // See soundserver initdata(   ).
          //
     396  void I_SetChannels(   )
          {
           // Init internal lookups (  raw data,   mixing buffer,   channels ).
           // This function sets up internal lookups used during
           // the mixing process.
           int i;
           int j;
          
           int* steptablemid = steptable + 128;
          
           // Okay,   reset internal mixing channels to zero.
           /*for (  i=0; i<NUM_CHANNELS; i++ )
           {
           channels[i] = 0;
           }*/
          
           // This table provides step widths for pitch parameters.
           // I fail to see that this is currently used.
           for (  i=-128 ; i<128 ; i++ )
           steptablemid[i] = (  int )(  pow(  2.0,   (  i/64.0 ) )*65536.0 );
          
          
           // Generates volume lookup tables
           // which also turn the unsigned samples
           // into signed samples.
           for (  i=0 ; i<128 ; i++ )
           for (  j=0 ; j<256 ; j++ )
           vol_lookup[i*256+j] = (  i*(  j-128 )*256 )/127;
          }
          
          
     427  void I_SetSfxVolume(  int volume )
          {
           // Identical to DOS.
           // Basically,   this should propagate
           // the menu/config file setting
           // to the state variable used in
           // the mixing.
           snd_SfxVolume = volume;
          }
          
          // MUSIC API - dummy. Some code from DOS version.
     438  void I_SetMusicVolume(  int volume )
          {
           // Internal state variable.
           snd_MusicVolume = volume;
           // Now set volume on output device.
           // Whatever(   snd_MusciVolume  );
          }
          
          
          //
          // Retrieve the raw data lump index
          // for a given SFX name.
          //
     451  int I_GetSfxLumpNum(  sfxinfo_t* sfx )
          {
           char namebuf[9];
           sprintf(  namebuf,   "ds%s",   sfx->name );
           return W_GetNumForName(  namebuf );
          }
          
          //
          // Starting a sound means adding it
          // to the current list of active sounds
          // in the internal channels.
          // As the SFX info struct contains
          // e.g. a pointer to the raw data,  
          // it is ignored.
          // As our sound handling does not handle
          // priority,   it is ignored.
          // Pitching (  that is,   increased speed of playback )
          // is set,   but currently not used by mixing.
          //
          int
     471  I_StartSound
          (   int id,  
           int vol,  
           int sep,  
           int pitch,  
           int priority  )
          {
          
           // UNUSED
           priority = 0;
          
          #ifdef SNDSERV
           if (  sndserver )
           {
           fprintf(  sndserver,   "p%2.2x%2.2x%2.2x%2.2x\n",   id,   pitch,   vol,   sep );
           fflush(  sndserver );
           }
           // warning: control reaches end of non-void function.
           return id;
          #else
           // Debug.
           //fprintf(   stderr,   "starting sound %d",   id  );
          
           // Returns a handle (  not used ).
           id = addsfx(   id,   vol,   steptable[pitch],   sep  );
          
           // fprintf(   stderr,   "/handle is %d\n",   id  );
          
           return id;
          #endif
          }
          
          
          
     505  void I_StopSound (  int handle )
          {
           // You need the handle returned by StartSound.
           // Would be looping all channels,  
           // tracking down the handle,  
           // an setting the channel to zero.
          
           // UNUSED.
           handle = 0;
          }
          
          
     517  int I_SoundIsPlaying(  int handle )
          {
           // Ouch.
           return gametic < handle;
          }
          
          
          
          
          //
          // This function loops all active (  internal ) sound
          // channels,   retrieves a given number of samples
          // from the raw sound data,   modifies it according
          // to the current (  internal ) channel parameters,  
          // mixes the per channel samples into the global
          // mixbuffer,   clamping it to the allowed range,  
          // and sets up everything for transferring the
          // contents of the mixbuffer to the (  two )
          // hardware channels (  left and right,   that is ).
          //
          // This function currently supports only 16bit.
          //
     539  void I_UpdateSound(   void  )
          {
          #ifdef SNDINTR
           // Debug. Count buffer misses with interrupt.
           static int misses = 0;
          #endif
          
          
           // Mix current sound data.
           // Data,   from raw sound,   for right and left.
           register unsigned int sample;
           register int dl;
           register int dr;
          
           // Pointers in global mixbuffer,   left,   right,   end.
           signed short* leftout;
           signed short* rightout;
           signed short* leftend;
           // Step in mixbuffer,   left and right,   thus two.
           int step;
          
           // Mixing channel index.
           int chan;
          
           // Left and right channel
           // are in global mixbuffer,   alternating.
           leftout = mixbuffer;
           rightout = mixbuffer+1;
           step = 2;
          
           // Determine end,   for left channel only
           // (  right channel is implicit ).
           leftend = mixbuffer + SAMPLECOUNT*step;
          
           // Mix sounds into the mixing buffer.
           // Loop over step*SAMPLECOUNT,  
           // that is 512 values for two channels.
           while (  leftout != leftend )
           {
           // Reset left/right value.
           dl = 0;
           dr = 0;
          
           // Love thy L2 chache - made this a loop.
           // Now more channels could be set at compile time
           // as well. Thus loop those channels.
           for (   chan = 0; chan < NUM_CHANNELS; chan++  )
           {
           // Check channel,   if active.
           if (  channels[ chan ] )
           {
           // Get the raw data from the channel.
           sample = *channels[ chan ];
           // Add left and right part
           // for this channel (  sound )
           // to the current data.
           // Adjust volume accordingly.
           dl += channelleftvol_lookup[ chan ][sample];
           dr += channelrightvol_lookup[ chan ][sample];
           // Increment index ???
           channelstepremainder[ chan ] += channelstep[ chan ];
           // MSB is next sample???
           channels[ chan ] += channelstepremainder[ chan ] >> 16;
           // Limit to LSB???
           channelstepremainder[ chan ] &= 65536-1;
          
           // Check whether we are done.
           if (  channels[ chan ] >= channelsend[ chan ] )
           channels[ chan ] = 0;
           }
           }
          
           // Clamp to range. Left hardware channel.
           // Has been char instead of short.
           // if (  dl > 127 ) *leftout = 127;
           // else if (  dl < -128 ) *leftout = -128;
           // else *leftout = dl;
          
           if (  dl > 0x7fff )
           *leftout = 0x7fff;
           else if (  dl < -0x8000 )
           *leftout = -0x8000;
           else
           *leftout = dl;
          
           // Same for right hardware channel.
           if (  dr > 0x7fff )
           *rightout = 0x7fff;
           else if (  dr < -0x8000 )
           *rightout = -0x8000;
           else
           *rightout = dr;
          
           // Increment current pointers in mixbuffer.
           leftout += step;
           rightout += step;
           }
          
          #ifdef SNDINTR
           // Debug check.
           if (   flag  )
           {
           misses += flag;
           flag = 0;
           }
          
           if (   misses > 10  )
           {
           fprintf(   stderr,   "I_SoundUpdate: missed 10 buffer writes\n" );
           misses = 0;
           }
          
           // Increment flag for update.
           flag++;
          #endif
          }
          
          
          //
          // This would be used to write out the mixbuffer
          // during each game loop update.
          // Updates sound buffer and audio device at runtime.
          // It is called during Timer interrupt with SNDINTR.
          // Mixing now done synchronous,   and
          // only output be done asynchronous?
          //
          void
     666  I_SubmitSound(  void )
          {
           // Write it to DSP device.
           write(  audio_fd,   mixbuffer,   SAMPLECOUNT*BUFMUL );
          }
          
          
          
          void
     675  I_UpdateSoundParams
          (   int handle,  
           int vol,  
           int sep,  
           int pitch )
          {
           // I fail too see that this is used.
           // Would be using the handle to identify
           // on which channel the sound might be active,  
           // and resetting the channel parameters.
          
           // UNUSED.
           handle = vol = sep = pitch = 0;
          }
          
          
          
          
     693  void I_ShutdownSound(  void )
          {
          #ifdef SNDSERV
           if (  sndserver )
           {
           // Send a "quit" command.
           fprintf(  sndserver,   "q\n" );
           fflush(  sndserver );
           }
          #else
           // Wait till all pending sounds are finished.
           int done = 0;
           int i;
          
          
           // FIXME (  below ).
           fprintf(   stderr,   "I_ShutdownSound: NOT finishing pending sounds\n" );
           fflush(   stderr  );
          
           while (   !done  )
           {
           for(   i=0 ; i<8 && !channels[i] ; i++ );
          
           // FIXME. No proper channel output.
           //if (  i==8 )
           done=1;
           }
          #ifdef SNDINTR
           I_SoundDelTimer(   );
          #endif
          
           // Cleaning up -releasing the DSP device.
           close (   audio_fd  );
          #endif
          
           // Done.
           return;
          }
          
          
          
          
          
          
          void
     738  I_InitSound(   )
          {
          #ifdef SNDSERV
           char buffer[256];
          
           if (  getenv(  "DOOMWADDIR" ) )
           sprintf(  buffer,   "%s/%s",  
           getenv(  "DOOMWADDIR" ),  
           sndserver_filename );
           else
           sprintf(  buffer,   "%s",   sndserver_filename );
          
           // start sound process
           if (   !access(  buffer,   X_OK )  )
           {
           strcat(  buffer,   " -quiet" );
           sndserver = popen(  buffer,   "w" );
           }
           else
           fprintf(  stderr,   "Could not start sound server [%s]\n",   buffer );
          #else
          
           int i;
          
          #ifdef SNDINTR
           fprintf(   stderr,   "I_SoundSetTimer: %d microsecs\n",   SOUND_INTERVAL  );
           I_SoundSetTimer(   SOUND_INTERVAL  );
          #endif
          
           // Secure and configure sound device first.
           fprintf(   stderr,   "I_InitSound: " );
          
           audio_fd = open(  "/dev/dsp",   O_WRONLY );
           if (  audio_fd<0 )
           fprintf(  stderr,   "Could not open /dev/dsp\n" );
          
          
           i = 11 | (  2<<16 );
           myioctl(  audio_fd,   SNDCTL_DSP_SETFRAGMENT,   &i );
           myioctl(  audio_fd,   SNDCTL_DSP_RESET,   0 );
          
           i=SAMPLERATE;
          
           myioctl(  audio_fd,   SNDCTL_DSP_SPEED,   &i );
          
           i=1;
           myioctl(  audio_fd,   SNDCTL_DSP_STEREO,   &i );
          
           myioctl(  audio_fd,   SNDCTL_DSP_GETFMTS,   &i );
          
           if (  i&=AFMT_S16_LE )
           myioctl(  audio_fd,   SNDCTL_DSP_SETFMT,   &i );
           else
           fprintf(  stderr,   "Could not play signed 16 data\n" );
          
           fprintf(  stderr,   " configured audio device\n"  );
          
          
           // Initialize external data (  all sounds ) at start,   keep static.
           fprintf(   stderr,   "I_InitSound: " );
          
           for (  i=1 ; i<NUMSFX ; i++ )
           {
           // Alias? Example is the chaingun sound linked to pistol.
           if (  !S_sfx[i].link )
           {
           // Load data from WAD file.
           S_sfx[i].data = getsfx(   S_sfx[i].name,   &lengths[i]  );
           }
           else
           {
           // Previously loaded already?
           S_sfx[i].data = S_sfx[i].link->data;
           lengths[i] = lengths[(  S_sfx[i].link - S_sfx )/sizeof(  sfxinfo_t )];
           }
           }
          
           fprintf(   stderr,   " pre-cached all sound data\n" );
          
           // Now initialize mixbuffer with zero.
           for (   i = 0; i< MIXBUFFERSIZE; i++  )
           mixbuffer[i] = 0;
          
           // Finished initialization.
           fprintf(  stderr,   "I_InitSound: sound module ready\n" );
          
          #endif
          }
          
          
          
          
          //
          // MUSIC API.
          // Still no music done.
          // Remains. Dummies.
          //
     835  void I_InitMusic(  void ) { }
     836  void I_ShutdownMusic(  void ) { }
          
          static int looping=0;
          static int musicdies=-1;
          
     841  void I_PlaySong(  int handle,   int looping )
          {
           // UNUSED.
           handle = looping = 0;
           musicdies = gametic + TICRATE*30;
          }
          
     848  void I_PauseSong (  int handle )
          {
           // UNUSED.
           handle = 0;
          }
          
     854  void I_ResumeSong (  int handle )
          {
           // UNUSED.
           handle = 0;
          }
          
     860  void I_StopSong(  int handle )
          {
           // UNUSED.
           handle = 0;
          
           looping = 0;
           musicdies = 0;
          }
          
     869  void I_UnRegisterSong(  int handle )
          {
           // UNUSED.
           handle = 0;
          }
          
     875  int I_RegisterSong(  void* data )
          {
           // UNUSED.
           data = NULL;
          
           return 1;
          }
          
          // Is the song playing?
     884  int I_QrySongPlaying(  int handle )
          {
           // UNUSED.
           handle = 0;
           return looping || musicdies > gametic;
          }
          
          
          
          //
          // Experimental stuff.
          // A Linux timer interrupt,   for asynchronous
          // sound output.
          // I ripped this out of the Timer class in
          // our Difference Engine,   including a few
          // SUN remains...
          //
          #ifdef sun
           typedef sigset_t tSigSet;
          #else
           typedef int tSigSet;
          #endif
          
          
          // We might use SIGVTALRM and ITIMER_VIRTUAL,   if the process
          // time independend timer happens to get lost due to heavy load.
          // SIGALRM and ITIMER_REAL doesn't really work well.
          // There are issues with profiling as well.
          static int /*__itimer_which*/ itimer = ITIMER_REAL;
          
          static int sig = SIGALRM;
          
          // Interrupt handler.
     917  void I_HandleSoundTimer(   int ignore  )
          {
           // Debug.
           //fprintf(   stderr,   "%c",   '+'  ); fflush(   stderr  );
          
           // Feed sound device if necesary.
           if (   flag  )
           {
           // See I_SubmitSound(   ).
           // Write it to DSP device.
           write(  audio_fd,   mixbuffer,   SAMPLECOUNT*BUFMUL );
          
           // Reset flag counter.
           flag = 0;
           }
           else
           return;
          
           // UNUSED,   but required.
           ignore = 0;
           return;
          }
          
          // Get the interrupt. Set duration in millisecs.
     941  int I_SoundSetTimer(   int duration_of_tick  )
          {
           // Needed for gametick clockwork.
           struct itimerval value;
           struct itimerval ovalue;
           struct sigaction act;
           struct sigaction oact;
          
           int res;
          
           // This sets to SA_ONESHOT and SA_NOMASK,   thus we can not use it.
           // signal(   _sig,   handle_SIG_TICK  );
          
           // Now we have to change this attribute for repeated calls.
           act.sa_handler = I_HandleSoundTimer;
          #ifndef sun
           //ac t.sa_mask = _sig;
          #endif
           act.sa_flags = SA_RESTART;
          
           sigaction(   sig,   &act,   &oact  );
          
           value.it_interval.tv_sec = 0;
           value.it_interval.tv_usec = duration_of_tick;
           value.it_value.tv_sec = 0;
           value.it_value.tv_usec = duration_of_tick;
          
           // Error is -1.
           res = setitimer(   itimer,   &value,   &ovalue  );
          
           // Debug.
           if (   res == -1  )
           fprintf(   stderr,   "I_SoundSetTimer: interrupt n.a.\n" );
          
           return res;
          }
          
          
          // Remove the interrupt. Set duration to zero.
     980  void I_SoundDelTimer(   )
          {
           // Debug.
           if (   I_SoundSetTimer(   0  ) == -1 )
           fprintf(   stderr,   "I_SoundDelTimer: failed to remove interrupt. Doh!\n" );
          }

i_sound.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          //
          // DESCRIPTION:
          // System interface,   sound.
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __I_SOUND__
          #define __I_SOUND__
          
          #include "doomdef.h"
          
          // UNIX hack,   to be removed.
          #ifdef SNDSERV
          #include <stdio.h>
          extern FILE* sndserver;
          extern char* sndserver_filename;
          #endif
          
          #include "doomstat.h"
          #include "sounds.h"
          
          
          
          // Init at program start...
      41  void I_InitSound(   );
          
          // ... update sound buffer and audio device at runtime...
      44  void I_UpdateSound(  void );
      45  void I_SubmitSound(  void );
          
          // ... shut down and relase at program termination.
      48  void I_ShutdownSound(  void );
          
          
          //
          // SFX I/O
          //
          
          // Initialize channels?
      56  void I_SetChannels(   );
          
          // Get raw data lump index for sound descriptor.
      59  int I_GetSfxLumpNum (  sfxinfo_t* sfxinfo  );
          
          
          // Starts a sound in a particular sound channel.
          int
      64  I_StartSound
          (   int id,  
           int vol,  
           int sep,  
           int pitch,  
           int priority  );
          
          
          // Stops a sound channel.
      73  void I_StopSound(  int handle );
          
          // Called by S_*(   ) functions
          // to see if a channel is still playing.
          // Returns 0 if no longer playing,   1 if playing.
      78  int I_SoundIsPlaying(  int handle );
          
          // Updates the volume,   separation,  
          // and pitch of a sound channel.
          void
      83  I_UpdateSoundParams
          (   int handle,  
           int vol,  
           int sep,  
           int pitch  );
          
          
          //
          // MUSIC I/O
          //
      93  void I_InitMusic(  void );
      94  void I_ShutdownMusic(  void );
          // Volume.
      96  void I_SetMusicVolume(  int volume );
          // PAUSE game handling.
      98  void I_PauseSong(  int handle );
      99  void I_ResumeSong(  int handle );
          // Registers a song handle to song data.
     101  int I_RegisterSong(  void *data );
          // Called by anything that wishes to start music.
          // plays a song,   and when the song is done,  
          // starts playing it again in an endless loop.
          // Horrible thing to do,   considering.
          void
     107  I_PlaySong
          (   int handle,  
           int looping  );
          // Stops a song over 3 seconds.
     111  void I_StopSong(  int handle );
          // See above (  register ),   then think backwards
     113  void I_UnRegisterSong(  int handle );
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

i_system.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_bbox.c,  v 1.1 1997/02/03 22:45:10 b1 Exp $";
          
          
          #include <stdlib.h>
          #include <stdio.h>
          #include <string.h>
          
          #include <stdarg.h>
          #include <sys/time.h>
          #include <unistd.h>
          
          #include "doomdef.h"
          #include "m_misc.h"
          #include "i_video.h"
          #include "i_sound.h"
          
          #include "d_net.h"
          #include "g_game.h"
          
          #ifdef __GNUG__
          #pragma implementation "i_system.h"
          #endif
          #include "i_system.h"
          
          
          
          
          int mb_used = 6;
          
          
          void
      55  I_Tactile
          (   int on,  
           int off,  
           int total  )
          {
           // UNUSED.
           on = off = total = 0;
          }
          
          ticcmd_t emptycmd;
      65  ticcmd_t* I_BaseTiccmd(  void )
          {
           return &emptycmd;
          }
          
          
      71  int I_GetHeapSize (  void )
          {
           return mb_used*1024*1024;
          }
          
      76  byte* I_ZoneBase (  int* size )
          {
           *size = mb_used*1024*1024;
           return (  byte * ) malloc (  *size );
          }
          
          
          
          //
          // I_GetTime
          // returns time in 1/70th second tics
          //
      88  int I_GetTime (  void )
          {
           struct timeval tp;
           struct timezone tzp;
           int newtics;
           static int basetime=0;
          
           gettimeofday(  &tp,   &tzp );
           if (  !basetime )
           basetime = tp.tv_sec;
           newtics = (  tp.tv_sec-basetime )*TICRATE + tp.tv_usec*TICRATE/1000000;
           return newtics;
          }
          
          
          
          //
          // I_Init
          //
     107  void I_Init (  void )
          {
           I_InitSound(   );
           // I_InitGraphics(   );
          }
          
          //
          // I_Quit
          //
     116  void I_Quit (  void )
          {
           D_QuitNetGame (   );
           I_ShutdownSound(   );
           I_ShutdownMusic(   );
           M_SaveDefaults (   );
           I_ShutdownGraphics(   );
           exit(  0 );
          }
          
     126  void I_WaitVBL(  int count )
          {
          #ifdef SGI
           sginap(  1 );
          #else
          #ifdef SUN
           sleep(  0 );
          #else
           usleep (  count * (  1000000/70 )  );
          #endif
          #endif
          }
          
     139  void I_BeginRead(  void )
          {
          }
          
     143  void I_EndRead(  void )
          {
          }
          
     147  byte* I_AllocLow(  int length )
          {
           byte* mem;
          
           mem = (  byte * )malloc (  length );
           memset (  mem,  0,  length );
           return mem;
          }
          
          
          //
          // I_Error
          //
          extern boolean demorecording;
          
     162  void I_Error (  char *error,   ... )
          {
           va_list argptr;
          
           // Message first.
           va_start (  argptr,  error );
           fprintf (  stderr,   "Error: " );
           vfprintf (  stderr,  error,  argptr );
           fprintf (  stderr,   "\n" );
           va_end (  argptr );
          
           fflush(   stderr  );
          
           // Shutdown. Here might be other errors.
           if (  demorecording )
           G_CheckDemoStatus(   );
          
           D_QuitNetGame (   );
           I_ShutdownGraphics(   );
          
           exit(  -1 );
          }

i_system.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // System specific interface stuff.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __I_SYSTEM__
          #define __I_SYSTEM__
          
          #include "d_ticcmd.h"
          #include "d_event.h"
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          // Called by DoomMain.
      35  void I_Init (  void );
          
          // Called by startup code
          // to get the ammount of memory to malloc
          // for the zone management.
      40  byte* I_ZoneBase (  int *size );
          
          
          // Called by D_DoomLoop,  
          // returns current time in tics.
      45  int I_GetTime (  void );
          
          
          //
          // Called by D_DoomLoop,  
          // called before processing any tics in a frame
          // (  just after displaying a frame ).
          // Time consuming syncronous operations
          // are performed here (  joystick reading ).
          // Can call D_PostEvent.
          //
      56  void I_StartFrame (  void );
          
          
          //
          // Called by D_DoomLoop,  
          // called before processing each tic in a frame.
          // Quick syncronous operations are performed here.
          // Can call D_PostEvent.
      64  void I_StartTic (  void );
          
          // Asynchronous interrupt functions should maintain private queues
          // that are read by the synchronous functions
          // to be converted into events.
          
          // Either returns a null ticcmd,  
          // or calls a loadable driver to build it.
          // This ticcmd will then be modified by the gameloop
          // for normal input.
      74  ticcmd_t* I_BaseTiccmd (  void );
          
          
          // Called by M_Responder when quit is selected.
          // Clean exit,   displays sell blurb.
      79  void I_Quit (  void );
          
          
          // Allocates from low memory under dos,  
          // just mallocs under unix
      84  byte* I_AllocLow (  int length );
          
      86  void I_Tactile (  int on,   int off,   int total );
          
          
      89  void I_Error (  char *error,   ... );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

i_video.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // DOOM graphics stuff for X11,   UNIX.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: i_x.c,  v 1.6 1997/02/03 22:45:10 b1 Exp $";
          
          #include <stdlib.h>
          #include <unistd.h>
          #include <sys/ipc.h>
          #include <sys/shm.h>
          
          #include <X11/Xlib.h>
          #include <X11/Xutil.h>
          #include <X11/keysym.h>
          
          #include <X11/extensions/XShm.h>
          // Had to dig up XShm.c for this one.
          // It is in the libXext,   but not in the XFree86 headers.
          #ifdef LINUX
      40  int XShmGetEventBase(   Display* dpy  ); // problems with g++?
          #endif
          
          #include <stdarg.h>
          #include <sys/time.h>
          #include <sys/types.h>
          #include <sys/socket.h>
          
          #include <netinet/in.h>
          #include <errnos.h>
          #include <signal.h>
          
          #include "doomstat.h"
          #include "i_system.h"
          #include "v_video.h"
          #include "m_argv.h"
          #include "d_main.h"
          
          #include "doomdef.h"
          
          #define POINTER_WARP_COUNTDOWN 1
          
          Display* X_display=0;
          Window X_mainWindow;
          Colormap X_cmap;
          Visual* X_visual;
          GC X_gc;
          XEvent X_event;
          int X_screen;
          XVisualInfo X_visualinfo;
          XImage* image;
          int X_width;
          int X_height;
          
          // MIT SHared Memory extension.
          boolean doShm;
          
          XShmSegmentInfo X_shminfo;
          int X_shmeventtype;
          
          // Fake mouse handling.
          // This cannot work properly w/o DGA.
          // Needs an invisible mouse cursor at least.
          boolean grabMouse;
          int doPointerWarp = POINTER_WARP_COUNTDOWN;
          
          // Blocky mode,  
          // replace each 320x200 pixel with multiply*multiply pixels.
          // According to Dave Taylor,   it still is a bonehead thing
          // to use ....
          static int multiply=1;
          
          
          //
          // Translates the key currently in X_event
          //
          
      97  int xlatekey(  void )
          {
          
           int rc;
          
           switch(  rc = XKeycodeToKeysym(  X_display,   X_event.xkey.keycode,   0 ) )
           {
           case XK_Left: rc = KEY_LEFTARROW; break;
           case XK_Right: rc = KEY_RIGHTARROW; break;
           case XK_Down: rc = KEY_DOWNARROW; break;
           case XK_Up: rc = KEY_UPARROW; break;
           case XK_Escape: rc = KEY_ESCAPE; break;
           case XK_Return: rc = KEY_ENTER; break;
           case XK_Tab: rc = KEY_TAB; break;
           case XK_F1: rc = KEY_F1; break;
           case XK_F2: rc = KEY_F2; break;
           case XK_F3: rc = KEY_F3; break;
           case XK_F4: rc = KEY_F4; break;
           case XK_F5: rc = KEY_F5; break;
           case XK_F6: rc = KEY_F6; break;
           case XK_F7: rc = KEY_F7; break;
           case XK_F8: rc = KEY_F8; break;
           case XK_F9: rc = KEY_F9; break;
           case XK_F10: rc = KEY_F10; break;
           case XK_F11: rc = KEY_F11; break;
           case XK_F12: rc = KEY_F12; break;
          
           case XK_BackSpace:
           case XK_Delete: rc = KEY_BACKSPACE; break;
          
           case XK_Pause: rc = KEY_PAUSE; break;
          
           case XK_KP_Equal:
           case XK_equal: rc = KEY_EQUALS; break;
          
           case XK_KP_Subtract:
           case XK_minus: rc = KEY_MINUS; break;
          
           case XK_Shift_L:
           case XK_Shift_R:
           rc = KEY_RSHIFT;
           break;
          
           case XK_Control_L:
           case XK_Control_R:
           rc = KEY_RCTRL;
           break;
          
           case XK_Alt_L:
           case XK_Meta_L:
           case XK_Alt_R:
           case XK_Meta_R:
           rc = KEY_RALT;
           break;
          
           default:
           if (  rc >= XK_space && rc <= XK_asciitilde )
           rc = rc - XK_space + ' ';
           if (  rc >= 'A' && rc <= 'Z' )
           rc = rc - 'A' + 'a';
           break;
           }
          
           return rc;
          
          }
          
     164  void I_ShutdownGraphics(  void )
          {
           // Detach from X server
           if (  !XShmDetach(  X_display,   &X_shminfo ) )
           I_Error(  "XShmDetach(   ) failed in I_ShutdownGraphics(   )" );
          
           // Release shared memory.
           shmdt(  X_shminfo.shmaddr );
           shmctl(  X_shminfo.shmid,   IPC_RMID,   0 );
          
           // Paranoia.
           image->data = NULL;
          }
          
          
          
          //
          // I_StartFrame
          //
     183  void I_StartFrame (  void )
          {
           // er?
          
          }
          
          static int lastmousex = 0;
          static int lastmousey = 0;
          boolean mousemoved = false;
          boolean shmFinished;
          
     194  void I_GetEvent(  void )
          {
          
           event_t event;
          
           // put event-grabbing stuff in here
           XNextEvent(  X_display,   &X_event );
           switch (  X_event.type )
           {
           case KeyPress:
           event.type = ev_keydown;
           event.data1 = xlatekey(   );
           D_PostEvent(  &event );
           // fprintf(  stderr,   "k" );
           break;
           case KeyRelease:
           event.type = ev_keyup;
           event.data1 = xlatekey(   );
           D_PostEvent(  &event );
           // fprintf(  stderr,   "ku" );
           break;
           case ButtonPress:
           event.type = ev_mouse;
           event.data1 =
           (  X_event.xbutton.state & Button1Mask )
           | (  X_event.xbutton.state & Button2Mask ? 2 : 0 )
           | (  X_event.xbutton.state & Button3Mask ? 4 : 0 )
           | (  X_event.xbutton.button == Button1 )
           | (  X_event.xbutton.button == Button2 ? 2 : 0 )
           | (  X_event.xbutton.button == Button3 ? 4 : 0 );
           event.data2 = event.data3 = 0;
           D_PostEvent(  &event );
           // fprintf(  stderr,   "b" );
           break;
           case ButtonRelease:
           event.type = ev_mouse;
           event.data1 =
           (  X_event.xbutton.state & Button1Mask )
           | (  X_event.xbutton.state & Button2Mask ? 2 : 0 )
           | (  X_event.xbutton.state & Button3Mask ? 4 : 0 );
           // suggest parentheses around arithmetic in operand of |
           event.data1 =
           event.data1
           ^ (  X_event.xbutton.button == Button1 ? 1 : 0 )
           ^ (  X_event.xbutton.button == Button2 ? 2 : 0 )
           ^ (  X_event.xbutton.button == Button3 ? 4 : 0 );
           event.data2 = event.data3 = 0;
           D_PostEvent(  &event );
           // fprintf(  stderr,   "bu" );
           break;
           case MotionNotify:
           event.type = ev_mouse;
           event.data1 =
           (  X_event.xmotion.state & Button1Mask )
           | (  X_event.xmotion.state & Button2Mask ? 2 : 0 )
           | (  X_event.xmotion.state & Button3Mask ? 4 : 0 );
           event.data2 = (  X_event.xmotion.x - lastmousex ) << 2;
           event.data3 = (  lastmousey - X_event.xmotion.y ) << 2;
          
           if (  event.data2 || event.data3 )
           {
           lastmousex = X_event.xmotion.x;
           lastmousey = X_event.xmotion.y;
           if (  X_event.xmotion.x != X_width/2 &&
           X_event.xmotion.y != X_height/2 )
           {
           D_PostEvent(  &event );
           // fprintf(  stderr,   "m" );
           mousemoved = false;
           } else
           {
           mousemoved = true;
           }
           }
           break;
          
           case Expose:
           case ConfigureNotify:
           break;
          
           default:
           if (  doShm && X_event.type == X_shmeventtype ) shmFinished = true;
           break;
           }
          
          }
          
          Cursor
     282  createnullcursor
          (   Display* display,  
           Window root  )
          {
           Pixmap cursormask;
           XGCValues xgc;
           GC gc;
           XColor dummycolour;
           Cursor cursor;
          
           cursormask = XCreatePixmap(  display,   root,   1,   1,   1/*depth*/ );
           xgc.function = GXclear;
           gc = XCreateGC(  display,   cursormask,   GCFunction,   &xgc );
           XFillRectangle(  display,   cursormask,   gc,   0,   0,   1,   1 );
           dummycolour.pixel = 0;
           dummycolour.red = 0;
           dummycolour.flags = 04;
           cursor = XCreatePixmapCursor(  display,   cursormask,   cursormask,  
           &dummycolour,  &dummycolour,   0,  0 );
           XFreePixmap(  display,  cursormask );
           XFreeGC(  display,  gc );
           return cursor;
          }
          
          //
          // I_StartTic
          //
     309  void I_StartTic (  void )
          {
          
           if (  !X_display )
           return;
          
           while (  XPending(  X_display ) )
           I_GetEvent(   );
          
           // Warp the pointer back to the middle of the window
           // or it will wander off - that is,   the game will
           // loose input focus within X11.
           if (  grabMouse )
           {
           if (  !--doPointerWarp )
           {
           XWarpPointer(   X_display,  
           None,  
           X_mainWindow,  
           0,   0,  
           0,   0,  
           X_width/2,   X_height/2 );
          
           doPointerWarp = POINTER_WARP_COUNTDOWN;
           }
           }
          
           mousemoved = false;
          
          }
          
          
          //
          // I_UpdateNoBlit
          //
     344  void I_UpdateNoBlit (  void )
          {
           // what is this?
          }
          
          //
          // I_FinishUpdate
          //
     352  void I_FinishUpdate (  void )
          {
          
           static int lasttic;
           int tics;
           int i;
           // UNUSED static unsigned char *bigscreen=0;
          
           // draws little dots on the bottom of the screen
           if (  devparm )
           {
          
           i = I_GetTime(   );
           tics = i - lasttic;
           lasttic = i;
           if (  tics > 20 ) tics = 20;
          
           for (  i=0 ; i<tics*2 ; i+=2 )
           screens[0][ (  SCREENHEIGHT-1 )*SCREENWIDTH + i] = 0xff;
           for (   ; i<20*2 ; i+=2 )
           screens[0][ (  SCREENHEIGHT-1 )*SCREENWIDTH + i] = 0x0;
          
           }
          
           // scales the screen size before blitting it
           if (  multiply == 2 )
           {
           unsigned int *olineptrs[2];
           unsigned int *ilineptr;
           int x,   y,   i;
           unsigned int twoopixels;
           unsigned int twomoreopixels;
           unsigned int fouripixels;
          
           ilineptr = (  unsigned int * ) (  screens[0] );
           for (  i=0 ; i<2 ; i++ )
           olineptrs[i] = (  unsigned int * ) &image->data[i*X_width];
          
           y = SCREENHEIGHT;
           while (  y-- )
           {
           x = SCREENWIDTH;
           do
           {
           fouripixels = *ilineptr++;
           twoopixels = (  fouripixels & 0xff000000 )
           | (  (  fouripixels>>8 ) & 0xffff00 )
           | (  (  fouripixels>>16 ) & 0xff );
           twomoreopixels = (  (  fouripixels<<16 ) & 0xff000000 )
           | (  (  fouripixels<<8 ) & 0xffff00 )
           | (  fouripixels & 0xff );
          #ifdef __BIG_ENDIAN__
           *olineptrs[0]++ = twoopixels;
           *olineptrs[1]++ = twoopixels;
           *olineptrs[0]++ = twomoreopixels;
           *olineptrs[1]++ = twomoreopixels;
          #else
           *olineptrs[0]++ = twomoreopixels;
           *olineptrs[1]++ = twomoreopixels;
           *olineptrs[0]++ = twoopixels;
           *olineptrs[1]++ = twoopixels;
          #endif
           } while (  x-=4 );
           olineptrs[0] += X_width/4;
           olineptrs[1] += X_width/4;
           }
          
           }
           else if (  multiply == 3 )
           {
           unsigned int *olineptrs[3];
           unsigned int *ilineptr;
           int x,   y,   i;
           unsigned int fouropixels[3];
           unsigned int fouripixels;
          
           ilineptr = (  unsigned int * ) (  screens[0] );
           for (  i=0 ; i<3 ; i++ )
           olineptrs[i] = (  unsigned int * ) &image->data[i*X_width];
          
           y = SCREENHEIGHT;
           while (  y-- )
           {
           x = SCREENWIDTH;
           do
           {
           fouripixels = *ilineptr++;
           fouropixels[0] = (  fouripixels & 0xff000000 )
           | (  (  fouripixels>>8 ) & 0xff0000 )
           | (  (  fouripixels>>16 ) & 0xffff );
           fouropixels[1] = (  (  fouripixels<<8 ) & 0xff000000 )
           | (  fouripixels & 0xffff00 )
           | (  (  fouripixels>>8 ) & 0xff );
           fouropixels[2] = (  (  fouripixels<<16 ) & 0xffff0000 )
           | (  (  fouripixels<<8 ) & 0xff00 )
           | (  fouripixels & 0xff );
          #ifdef __BIG_ENDIAN__
           *olineptrs[0]++ = fouropixels[0];
           *olineptrs[1]++ = fouropixels[0];
           *olineptrs[2]++ = fouropixels[0];
           *olineptrs[0]++ = fouropixels[1];
           *olineptrs[1]++ = fouropixels[1];
           *olineptrs[2]++ = fouropixels[1];
           *olineptrs[0]++ = fouropixels[2];
           *olineptrs[1]++ = fouropixels[2];
           *olineptrs[2]++ = fouropixels[2];
          #else
           *olineptrs[0]++ = fouropixels[2];
           *olineptrs[1]++ = fouropixels[2];
           *olineptrs[2]++ = fouropixels[2];
           *olineptrs[0]++ = fouropixels[1];
           *olineptrs[1]++ = fouropixels[1];
           *olineptrs[2]++ = fouropixels[1];
           *olineptrs[0]++ = fouropixels[0];
           *olineptrs[1]++ = fouropixels[0];
           *olineptrs[2]++ = fouropixels[0];
          #endif
           } while (  x-=4 );
           olineptrs[0] += 2*X_width/4;
           olineptrs[1] += 2*X_width/4;
           olineptrs[2] += 2*X_width/4;
           }
          
           }
           else if (  multiply == 4 )
           {
           // Broken. Gotta fix this some day.
           void Expand4(  unsigned *,   double * );
           Expand4 (  (  unsigned * )(  screens[0] ),   (  double * ) (  image->data ) );
           }
          
           if (  doShm )
           {
          
           if (  !XShmPutImage(   X_display,  
           X_mainWindow,  
           X_gc,  
           image,  
           0,   0,  
           0,   0,  
           X_width,   X_height,  
           True  ) )
           I_Error(  "XShmPutImage(   ) failed\n" );
          
           // wait for it to finish and processes all input events
           shmFinished = false;
           do
           {
           I_GetEvent(   );
           } while (  !shmFinished );
          
           }
           else
           {
          
           // draw the image
           XPutImage(   X_display,  
           X_mainWindow,  
           X_gc,  
           image,  
           0,   0,  
           0,   0,  
           X_width,   X_height  );
          
           // sync up with server
           XSync(  X_display,   False );
          
           }
          
          }
          
          
          //
          // I_ReadScreen
          //
     527  void I_ReadScreen (  byte* scr )
          {
           memcpy (  scr,   screens[0],   SCREENWIDTH*SCREENHEIGHT );
          }
          
          
          //
          // Palette stuff.
          //
          static XColor colors[256];
          
     538  void UploadNewPalette(  Colormap cmap,   byte *palette )
          {
          
           register int i;
           register int c;
           static boolean firstcall = true;
          
          #ifdef __cplusplus
           if (  X_visualinfo.c_class == PseudoColor && X_visualinfo.depth == 8 )
          #else
           if (  X_visualinfo.class == PseudoColor && X_visualinfo.depth == 8 )
          #endif
           {
           // initialize the colormap
           if (  firstcall )
           {
           firstcall = false;
           for (  i=0 ; i<256 ; i++ )
           {
           colors[i].pixel = i;
           colors[i].flags = DoRed|DoGreen|DoBlue;
           }
           }
          
           // set the X colormap entries
           for (  i=0 ; i<256 ; i++ )
           {
           c = gammatable[usegamma][*palette++];
           colors[i].red = (  c<<8 ) + c;
           c = gammatable[usegamma][*palette++];
           colors[i].green = (  c<<8 ) + c;
           c = gammatable[usegamma][*palette++];
           colors[i].blue = (  c<<8 ) + c;
           }
          
           // store the colors to the current colormap
           XStoreColors(  X_display,   cmap,   colors,   256 );
          
           }
          }
          
          //
          // I_SetPalette
          //
     582  void I_SetPalette (  byte* palette )
          {
           UploadNewPalette(  X_cmap,   palette );
          }
          
          
          //
          // This function is probably redundant,  
          // if XShmDetach works properly.
          // ddt never detached the XShm memory,  
          // thus there might have been stale
          // handles accumulating.
          //
     595  void grabsharedmemory(  int size )
          {
          
           int key = (  'd'<<24 ) | (  'o'<<16 ) | (  'o'<<8 ) | 'm';
           struct shmid_ds shminfo;
           int minsize = 320*200;
           int id;
           int rc;
           // UNUSED int done=0;
           int pollution=5;
          
           // try to use what was here before
           do
           {
           id = shmget(  (  key_t ) key,   minsize,   0777 ); // just get the id
           if (  id != -1 )
           {
           rc=shmctl(  id,   IPC_STAT,   &shminfo ); // get stats on it
           if (  !rc )
           {
           if (  shminfo.shm_nattch )
           {
           fprintf(  stderr,   "User %d appears to be running "
           "DOOM. Is that wise?\n",   shminfo.shm_cpid );
           key++;
           }
           else
           {
           if (  getuid(   ) == shminfo.shm_perm.cuid )
           {
           rc = shmctl(  id,   IPC_RMID,   0 );
           if (  !rc )
           fprintf(  stderr,  
           "Was able to kill my old shared memory\n" );
           else
           I_Error(  "Was NOT able to kill my old shared memory" );
          
           id = shmget(  (  key_t )key,   size,   IPC_CREAT|0777 );
           if (  id==-1 )
           I_Error(  "Could not get shared memory" );
          
           rc=shmctl(  id,   IPC_STAT,   &shminfo );
          
           break;
          
           }
           if (  size >= shminfo.shm_segsz )
           {
           fprintf(  stderr,  
           "will use %d's stale shared memory\n",  
           shminfo.shm_cpid );
           break;
           }
           else
           {
           fprintf(  stderr,  
           "warning: can't use stale "
           "shared memory belonging to id %d,   "
           "key=0x%x\n",  
           shminfo.shm_cpid,   key );
           key++;
           }
           }
           }
           else
           {
           I_Error(  "could not get stats on key=%d",   key );
           }
           }
           else
           {
           id = shmget(  (  key_t )key,   size,   IPC_CREAT|0777 );
           if (  id==-1 )
           {
           extern int errno;
           fprintf(  stderr,   "errno=%d\n",   errno );
           I_Error(  "Could not get any shared memory" );
           }
           break;
           }
           } while (  --pollution );
          
           if (  !pollution )
           {
           I_Error(  "Sorry,   system too polluted with stale "
           "shared memory segments.\n" );
           }
          
           X_shminfo.shmid = id;
          
           // attach to the shared memory segment
           image->data = X_shminfo.shmaddr = shmat(  id,   0,   0 );
          
           fprintf(  stderr,   "shared memory id=%d,   addr=0x%x\n",   id,  
           (  int ) (  image->data ) );
          }
          
     692  void I_InitGraphics(  void )
          {
          
           char* displayname;
           char* d;
           int n;
           int pnum;
           int x=0;
           int y=0;
          
           // warning: char format,   different type arg
           char xsign=' ';
           char ysign=' ';
          
           int oktodraw;
           unsigned long attribmask;
           XSetWindowAttributes attribs;
           XGCValues xgcvalues;
           int valuemask;
           static int firsttime=1;
          
           if (  !firsttime )
           return;
           firsttime = 0;
          
           signal(  SIGINT,   (  void (  * )(  int ) ) I_Quit );
          
           if (  M_CheckParm(  "-2" ) )
           multiply = 2;
          
           if (  M_CheckParm(  "-3" ) )
           multiply = 3;
          
           if (  M_CheckParm(  "-4" ) )
           multiply = 4;
          
           X_width = SCREENWIDTH * multiply;
           X_height = SCREENHEIGHT * multiply;
          
           // check for command-line display name
           if (   (  pnum=M_CheckParm(  "-disp" ) )  ) // suggest parentheses around assignment
           displayname = myargv[pnum+1];
           else
           displayname = 0;
          
           // check if the user wants to grab the mouse (  quite unnice )
           grabMouse = !!M_CheckParm(  "-grabmouse" );
          
           // check for command-line geometry
           if (   (  pnum=M_CheckParm(  "-geom" ) )  ) // suggest parentheses around assignment
           {
           // warning: char format,   different type arg 3,  5
           n = sscanf(  myargv[pnum+1],   "%c%d%c%d",   &xsign,   &x,   &ysign,   &y );
          
           if (  n==2 )
           x = y = 0;
           else if (  n==6 )
           {
           if (  xsign == '-' )
           x = -x;
           if (  ysign == '-' )
           y = -y;
           }
           else
           I_Error(  "bad -geom parameter" );
           }
          
           // open the display
           X_display = XOpenDisplay(  displayname );
           if (  !X_display )
           {
           if (  displayname )
           I_Error(  "Could not open display [%s]",   displayname );
           else
           I_Error(  "Could not open display (  DISPLAY=[%s] )",   getenv(  "DISPLAY" ) );
           }
          
           // use the default visual
           X_screen = DefaultScreen(  X_display );
           if (  !XMatchVisualInfo(  X_display,   X_screen,   8,   PseudoColor,   &X_visualinfo ) )
           I_Error(  "xdoom currently only supports 256-color PseudoColor screens" );
           X_visual = X_visualinfo.visual;
          
           // check for the MITSHM extension
           doShm = XShmQueryExtension(  X_display );
          
           // even if it's available,   make sure it's a local connection
           if (  doShm )
           {
           if (  !displayname ) displayname = (  char * ) getenv(  "DISPLAY" );
           if (  displayname )
           {
           d = displayname;
           while (  *d && (  *d != ':' ) ) d++;
           if (  *d ) *d = 0;
           if (  !(  !strcasecmp(  displayname,   "unix" ) || !*displayname ) ) doShm = false;
           }
           }
          
           fprintf(  stderr,   "Using MITSHM extension\n" );
          
           // create the colormap
           X_cmap = XCreateColormap(  X_display,   RootWindow(  X_display,  
           X_screen ),   X_visual,   AllocAll );
          
           // setup attributes for main window
           attribmask = CWEventMask | CWColormap | CWBorderPixel;
           attribs.event_mask =
           KeyPressMask
           | KeyReleaseMask
           // | PointerMotionMask | ButtonPressMask | ButtonReleaseMask
           | ExposureMask;
          
           attribs.colormap = X_cmap;
           attribs.border_pixel = 0;
          
           // create the main window
           X_mainWindow = XCreateWindow(   X_display,  
           RootWindow(  X_display,   X_screen ),  
           x,   y,  
           X_width,   X_height,  
           0,   // borderwidth
           8,   // depth
           InputOutput,  
           X_visual,  
           attribmask,  
           &attribs  );
          
           XDefineCursor(  X_display,   X_mainWindow,  
           createnullcursor(   X_display,   X_mainWindow  )  );
          
           // create the GC
           valuemask = GCGraphicsExposures;
           xgcvalues.graphics_exposures = False;
           X_gc = XCreateGC(   X_display,  
           X_mainWindow,  
           valuemask,  
           &xgcvalues  );
          
           // map the window
           XMapWindow(  X_display,   X_mainWindow );
          
           // wait until it is OK to draw
           oktodraw = 0;
           while (  !oktodraw )
           {
           XNextEvent(  X_display,   &X_event );
           if (  X_event.type == Expose
           && !X_event.xexpose.count )
           {
           oktodraw = 1;
           }
           }
          
           // grabs the pointer so it is restricted to this window
           if (  grabMouse )
           XGrabPointer(  X_display,   X_mainWindow,   True,  
           ButtonPressMask|ButtonReleaseMask|PointerMotionMask,  
           GrabModeAsync,   GrabModeAsync,  
           X_mainWindow,   None,   CurrentTime );
          
           if (  doShm )
           {
          
           X_shmeventtype = XShmGetEventBase(  X_display ) + ShmCompletion;
          
           // create the image
           image = XShmCreateImage(   X_display,  
           X_visual,  
           8,  
           ZPixmap,  
           0,  
           &X_shminfo,  
           X_width,  
           X_height  );
          
           grabsharedmemory(  image->bytes_per_line * image->height );
          
          
           // UNUSED
           // create the shared memory segment
           // X_shminfo.shmid = shmget (  IPC_PRIVATE,  
           // image->bytes_per_line * image->height,   IPC_CREAT | 0777 );
           // if (  X_shminfo.shmid < 0 )
           // {
           // perror(  "" );
           // I_Error(  "shmget(   ) failed in InitGraphics(   )" );
           // }
           // fprintf(  stderr,   "shared memory id=%d\n",   X_shminfo.shmid );
           // attach to the shared memory segment
           // image->data = X_shminfo.shmaddr = shmat(  X_shminfo.shmid,   0,   0 );
          
          
           if (  !image->data )
           {
           perror(  "" );
           I_Error(  "shmat(   ) failed in InitGraphics(   )" );
           }
          
           // get the X server to attach to it
           if (  !XShmAttach(  X_display,   &X_shminfo ) )
           I_Error(  "XShmAttach(   ) failed in InitGraphics(   )" );
          
           }
           else
           {
           image = XCreateImage(   X_display,  
           X_visual,  
           8,  
           ZPixmap,  
           0,  
           (  char* )malloc(  X_width * X_height ),  
           X_width,   X_height,  
           8,  
           X_width  );
          
           }
          
           if (  multiply == 1 )
           screens[0] = (  unsigned char * ) (  image->data );
           else
           screens[0] = (  unsigned char * ) malloc (  SCREENWIDTH * SCREENHEIGHT );
          
          }
          
          
          unsigned exptable[256];
          
     920  void InitExpand (  void )
          {
           int i;
          
           for (  i=0 ; i<256 ; i++ )
           exptable[i] = i | (  i<<8 ) | (  i<<16 ) | (  i<<24 );
          }
          
          double exptable2[256*256];
          
     930  void InitExpand2 (  void )
          {
           int i;
           int j;
           // UNUSED unsigned iexp,   jexp;
           double* exp;
           union
           {
           double d;
           unsigned u[2];
           } pixel;
          
           printf (  "building exptable2...\n" );
           exp = exptable2;
           for (  i=0 ; i<256 ; i++ )
           {
           pixel.u[0] = i | (  i<<8 ) | (  i<<16 ) | (  i<<24 );
           for (  j=0 ; j<256 ; j++ )
           {
           pixel.u[1] = j | (  j<<8 ) | (  j<<16 ) | (  j<<24 );
           *exp++ = pixel.d;
           }
           }
           printf (  "done.\n" );
          }
          
          int inited;
          
          void
     959  Expand4
          (   unsigned* lineptr,  
           double* xline  )
          {
           double dpixel;
           unsigned x;
           unsigned y;
           unsigned fourpixels;
           unsigned step;
           double* exp;
          
           exp = exptable2;
           if (  !inited )
           {
           inited = 1;
           InitExpand2 (   );
           }
          
          
           step = 3*SCREENWIDTH/2;
          
           y = SCREENHEIGHT-1;
           do
           {
           x = SCREENWIDTH;
          
           do
           {
           fourpixels = lineptr[0];
          
           dpixel = *(  double * )(   (  int )exp + (   (  fourpixels&0xffff0000 )>>13 )  );
           xline[0] = dpixel;
           xline[160] = dpixel;
           xline[320] = dpixel;
           xline[480] = dpixel;
          
           dpixel = *(  double * )(   (  int )exp + (   (  fourpixels&0xffff )<<3  )  );
           xline[1] = dpixel;
           xline[161] = dpixel;
           xline[321] = dpixel;
           xline[481] = dpixel;
          
           fourpixels = lineptr[1];
          
           dpixel = *(  double * )(   (  int )exp + (   (  fourpixels&0xffff0000 )>>13 )  );
           xline[2] = dpixel;
           xline[162] = dpixel;
           xline[322] = dpixel;
           xline[482] = dpixel;
          
           dpixel = *(  double * )(   (  int )exp + (   (  fourpixels&0xffff )<<3  )  );
           xline[3] = dpixel;
           xline[163] = dpixel;
           xline[323] = dpixel;
           xline[483] = dpixel;
          
           fourpixels = lineptr[2];
          
           dpixel = *(  double * )(   (  int )exp + (   (  fourpixels&0xffff0000 )>>13 )  );
           xline[4] = dpixel;
           xline[164] = dpixel;
           xline[324] = dpixel;
           xline[484] = dpixel;
          
           dpixel = *(  double * )(   (  int )exp + (   (  fourpixels&0xffff )<<3  )  );
           xline[5] = dpixel;
           xline[165] = dpixel;
           xline[325] = dpixel;
           xline[485] = dpixel;
          
           fourpixels = lineptr[3];
          
           dpixel = *(  double * )(   (  int )exp + (   (  fourpixels&0xffff0000 )>>13 )  );
           xline[6] = dpixel;
           xline[166] = dpixel;
           xline[326] = dpixel;
           xline[486] = dpixel;
          
           dpixel = *(  double * )(   (  int )exp + (   (  fourpixels&0xffff )<<3  )  );
           xline[7] = dpixel;
           xline[167] = dpixel;
           xline[327] = dpixel;
           xline[487] = dpixel;
          
           lineptr+=4;
           xline+=8;
           } while (  x-=16 );
           xline += step;
           } while (  y-- );
          }
          
          

i_video.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // System specific interface stuff.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __I_VIDEO__
          #define __I_VIDEO__
          
          
          #include "doomtype.h"
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          // Called by D_DoomMain,  
          // determines the hardware configuration
          // and sets up the video mode
      37  void I_InitGraphics (  void );
          
          
      40  void I_ShutdownGraphics(  void );
          
          // Takes full 8 bit values.
      43  void I_SetPalette (  byte* palette );
          
      45  void I_UpdateNoBlit (  void );
      46  void I_FinishUpdate (  void );
          
          // Wait for vertical retrace or pause a bit.
      49  void I_WaitVBL(  int count );
          
      51  void I_ReadScreen (  byte* scr );
          
      53  void I_BeginRead (  void );
      54  void I_EndRead (  void );
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

info.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Thing frame/state LUT,  
          // generated by multigen utilitiy.
          // This one is the original DOOM version,   preserved.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: info.c,  v 1.3 1997/01/26 07:45:00 b1 Exp $";
          
          // Data.
          #include "sounds.h"
          #include "m_fixed.h"
          
          #ifdef __GNUG__
          #pragma implementation "info.h"
          #endif
          #include "info.h"
          
          #include "p_mobj.h"
          
          char *sprnames[NUMSPRITES] = {
           "TROO",  "SHTG",  "PUNG",  "PISG",  "PISF",  "SHTF",  "SHT2",  "CHGG",  "CHGF",  "MISG",  
           "MISF",  "SAWG",  "PLSG",  "PLSF",  "BFGG",  "BFGF",  "BLUD",  "PUFF",  "BAL1",  "BAL2",  
           "PLSS",  "PLSE",  "MISL",  "BFS1",  "BFE1",  "BFE2",  "TFOG",  "IFOG",  "PLAY",  "POSS",  
           "SPOS",  "VILE",  "FIRE",  "FATB",  "FBXP",  "SKEL",  "MANF",  "FATT",  "CPOS",  "SARG",  
           "HEAD",  "BAL7",  "BOSS",  "BOS2",  "SKUL",  "SPID",  "BSPI",  "APLS",  "APBX",  "CYBR",  
           "PAIN",  "SSWV",  "KEEN",  "BBRN",  "BOSF",  "ARM1",  "ARM2",  "BAR1",  "BEXP",  "FCAN",  
           "BON1",  "BON2",  "BKEY",  "RKEY",  "YKEY",  "BSKU",  "RSKU",  "YSKU",  "STIM",  "MEDI",  
           "SOUL",  "PINV",  "PSTR",  "PINS",  "MEGA",  "SUIT",  "PMAP",  "PVIS",  "CLIP",  "AMMO",  
           "ROCK",  "BROK",  "CELL",  "CELP",  "SHEL",  "SBOX",  "BPAK",  "BFUG",  "MGUN",  "CSAW",  
           "LAUN",  "PLAS",  "SHOT",  "SGN2",  "COLU",  "SMT2",  "GOR1",  "POL2",  "POL5",  "POL4",  
           "POL3",  "POL1",  "POL6",  "GOR2",  "GOR3",  "GOR4",  "GOR5",  "SMIT",  "COL1",  "COL2",  
           "COL3",  "COL4",  "CAND",  "CBRA",  "COL6",  "TRE1",  "TRE2",  "ELEC",  "CEYE",  "FSKU",  
           "COL5",  "TBLU",  "TGRN",  "TRED",  "SMBT",  "SMGT",  "SMRT",  "HDB1",  "HDB2",  "HDB3",  
           "HDB4",  "HDB5",  "HDB6",  "POB1",  "POB2",  "BRS1",  "TLMP",  "TLP2"
          };
          
          
          // Doesn't work with g++,   needs actionf_p1
      59  void A_Light0(   );
      60  void A_WeaponReady(   );
      61  void A_Lower(   );
      62  void A_Raise(   );
      63  void A_Punch(   );
      64  void A_ReFire(   );
      65  void A_FirePistol(   );
      66  void A_Light1(   );
      67  void A_FireShotgun(   );
      68  void A_Light2(   );
      69  void A_FireShotgun2(   );
      70  void A_CheckReload(   );
      71  void A_OpenShotgun2(   );
      72  void A_LoadShotgun2(   );
      73  void A_CloseShotgun2(   );
      74  void A_FireCGun(   );
      75  void A_GunFlash(   );
      76  void A_FireMissile(   );
      77  void A_Saw(   );
      78  void A_FirePlasma(   );
      79  void A_BFGsound(   );
      80  void A_FireBFG(   );
      81  void A_BFGSpray(   );
      82  void A_Explode(   );
      83  void A_Pain(   );
      84  void A_PlayerScream(   );
      85  void A_Fall(   );
      86  void A_XScream(   );
      87  void A_Look(   );
      88  void A_Chase(   );
      89  void A_FaceTarget(   );
      90  void A_PosAttack(   );
      91  void A_Scream(   );
      92  void A_SPosAttack(   );
      93  void A_VileChase(   );
      94  void A_VileStart(   );
      95  void A_VileTarget(   );
      96  void A_VileAttack(   );
      97  void A_StartFire(   );
      98  void A_Fire(   );
      99  void A_FireCrackle(   );
     100  void A_Tracer(   );
     101  void A_SkelWhoosh(   );
     102  void A_SkelFist(   );
     103  void A_SkelMissile(   );
     104  void A_FatRaise(   );
     105  void A_FatAttack1(   );
     106  void A_FatAttack2(   );
     107  void A_FatAttack3(   );
     108  void A_BossDeath(   );
     109  void A_CPosAttack(   );
     110  void A_CPosRefire(   );
     111  void A_TroopAttack(   );
     112  void A_SargAttack(   );
     113  void A_HeadAttack(   );
     114  void A_BruisAttack(   );
     115  void A_SkullAttack(   );
     116  void A_Metal(   );
     117  void A_SpidRefire(   );
     118  void A_BabyMetal(   );
     119  void A_BspiAttack(   );
     120  void A_Hoof(   );
     121  void A_CyberAttack(   );
     122  void A_PainAttack(   );
     123  void A_PainDie(   );
     124  void A_KeenDie(   );
     125  void A_BrainPain(   );
     126  void A_BrainScream(   );
     127  void A_BrainDie(   );
     128  void A_BrainAwake(   );
     129  void A_BrainSpit(   );
     130  void A_SpawnSound(   );
     131  void A_SpawnFly(   );
     132  void A_BrainExplode(   );
          
          
          state_t states[NUMSTATES] = {
           {SPR_TROO,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_NULL
           {SPR_SHTG,  4,  0,  {A_Light0},  S_NULL,  0,  0},   // S_LIGHTDONE
           {SPR_PUNG,  0,  1,  {A_WeaponReady},  S_PUNCH,  0,  0},   // S_PUNCH
           {SPR_PUNG,  0,  1,  {A_Lower},  S_PUNCHDOWN,  0,  0},   // S_PUNCHDOWN
           {SPR_PUNG,  0,  1,  {A_Raise},  S_PUNCHUP,  0,  0},   // S_PUNCHUP
           {SPR_PUNG,  1,  4,  {NULL},  S_PUNCH2,  0,  0},   // S_PUNCH1
           {SPR_PUNG,  2,  4,  {A_Punch},  S_PUNCH3,  0,  0},   // S_PUNCH2
           {SPR_PUNG,  3,  5,  {NULL},  S_PUNCH4,  0,  0},   // S_PUNCH3
           {SPR_PUNG,  2,  4,  {NULL},  S_PUNCH5,  0,  0},   // S_PUNCH4
           {SPR_PUNG,  1,  5,  {A_ReFire},  S_PUNCH,  0,  0},   // S_PUNCH5
           {SPR_PISG,  0,  1,  {A_WeaponReady},  S_PISTOL,  0,  0},  // S_PISTOL
           {SPR_PISG,  0,  1,  {A_Lower},  S_PISTOLDOWN,  0,  0},   // S_PISTOLDOWN
           {SPR_PISG,  0,  1,  {A_Raise},  S_PISTOLUP,  0,  0},   // S_PISTOLUP
           {SPR_PISG,  0,  4,  {NULL},  S_PISTOL2,  0,  0},   // S_PISTOL1
           {SPR_PISG,  1,  6,  {A_FirePistol},  S_PISTOL3,  0,  0},  // S_PISTOL2
           {SPR_PISG,  2,  4,  {NULL},  S_PISTOL4,  0,  0},   // S_PISTOL3
           {SPR_PISG,  1,  5,  {A_ReFire},  S_PISTOL,  0,  0},   // S_PISTOL4
           {SPR_PISF,  32768,  7,  {A_Light1},  S_LIGHTDONE,  0,  0},   // S_PISTOLFLASH
           {SPR_SHTG,  0,  1,  {A_WeaponReady},  S_SGUN,  0,  0},   // S_SGUN
           {SPR_SHTG,  0,  1,  {A_Lower},  S_SGUNDOWN,  0,  0},   // S_SGUNDOWN
           {SPR_SHTG,  0,  1,  {A_Raise},  S_SGUNUP,  0,  0},   // S_SGUNUP
           {SPR_SHTG,  0,  3,  {NULL},  S_SGUN2,  0,  0},   // S_SGUN1
           {SPR_SHTG,  0,  7,  {A_FireShotgun},  S_SGUN3,  0,  0},   // S_SGUN2
           {SPR_SHTG,  1,  5,  {NULL},  S_SGUN4,  0,  0},   // S_SGUN3
           {SPR_SHTG,  2,  5,  {NULL},  S_SGUN5,  0,  0},   // S_SGUN4
           {SPR_SHTG,  3,  4,  {NULL},  S_SGUN6,  0,  0},   // S_SGUN5
           {SPR_SHTG,  2,  5,  {NULL},  S_SGUN7,  0,  0},   // S_SGUN6
           {SPR_SHTG,  1,  5,  {NULL},  S_SGUN8,  0,  0},   // S_SGUN7
           {SPR_SHTG,  0,  3,  {NULL},  S_SGUN9,  0,  0},   // S_SGUN8
           {SPR_SHTG,  0,  7,  {A_ReFire},  S_SGUN,  0,  0},   // S_SGUN9
           {SPR_SHTF,  32768,  4,  {A_Light1},  S_SGUNFLASH2,  0,  0},   // S_SGUNFLASH1
           {SPR_SHTF,  32769,  3,  {A_Light2},  S_LIGHTDONE,  0,  0},   // S_SGUNFLASH2
           {SPR_SHT2,  0,  1,  {A_WeaponReady},  S_DSGUN,  0,  0},   // S_DSGUN
           {SPR_SHT2,  0,  1,  {A_Lower},  S_DSGUNDOWN,  0,  0},   // S_DSGUNDOWN
           {SPR_SHT2,  0,  1,  {A_Raise},  S_DSGUNUP,  0,  0},   // S_DSGUNUP
           {SPR_SHT2,  0,  3,  {NULL},  S_DSGUN2,  0,  0},   // S_DSGUN1
           {SPR_SHT2,  0,  7,  {A_FireShotgun2},  S_DSGUN3,  0,  0},   // S_DSGUN2
           {SPR_SHT2,  1,  7,  {NULL},  S_DSGUN4,  0,  0},   // S_DSGUN3
           {SPR_SHT2,  2,  7,  {A_CheckReload},  S_DSGUN5,  0,  0},   // S_DSGUN4
           {SPR_SHT2,  3,  7,  {A_OpenShotgun2},  S_DSGUN6,  0,  0},   // S_DSGUN5
           {SPR_SHT2,  4,  7,  {NULL},  S_DSGUN7,  0,  0},   // S_DSGUN6
           {SPR_SHT2,  5,  7,  {A_LoadShotgun2},  S_DSGUN8,  0,  0},   // S_DSGUN7
           {SPR_SHT2,  6,  6,  {NULL},  S_DSGUN9,  0,  0},   // S_DSGUN8
           {SPR_SHT2,  7,  6,  {A_CloseShotgun2},  S_DSGUN10,  0,  0},   // S_DSGUN9
           {SPR_SHT2,  0,  5,  {A_ReFire},  S_DSGUN,  0,  0},   // S_DSGUN10
           {SPR_SHT2,  1,  7,  {NULL},  S_DSNR2,  0,  0},   // S_DSNR1
           {SPR_SHT2,  0,  3,  {NULL},  S_DSGUNDOWN,  0,  0},   // S_DSNR2
           {SPR_SHT2,  32776,  5,  {A_Light1},  S_DSGUNFLASH2,  0,  0},   // S_DSGUNFLASH1
           {SPR_SHT2,  32777,  4,  {A_Light2},  S_LIGHTDONE,  0,  0},   // S_DSGUNFLASH2
           {SPR_CHGG,  0,  1,  {A_WeaponReady},  S_CHAIN,  0,  0},   // S_CHAIN
           {SPR_CHGG,  0,  1,  {A_Lower},  S_CHAINDOWN,  0,  0},   // S_CHAINDOWN
           {SPR_CHGG,  0,  1,  {A_Raise},  S_CHAINUP,  0,  0},   // S_CHAINUP
           {SPR_CHGG,  0,  4,  {A_FireCGun},  S_CHAIN2,  0,  0},   // S_CHAIN1
           {SPR_CHGG,  1,  4,  {A_FireCGun},  S_CHAIN3,  0,  0},   // S_CHAIN2
           {SPR_CHGG,  1,  0,  {A_ReFire},  S_CHAIN,  0,  0},   // S_CHAIN3
           {SPR_CHGF,  32768,  5,  {A_Light1},  S_LIGHTDONE,  0,  0},   // S_CHAINFLASH1
           {SPR_CHGF,  32769,  5,  {A_Light2},  S_LIGHTDONE,  0,  0},   // S_CHAINFLASH2
           {SPR_MISG,  0,  1,  {A_WeaponReady},  S_MISSILE,  0,  0},   // S_MISSILE
           {SPR_MISG,  0,  1,  {A_Lower},  S_MISSILEDOWN,  0,  0},   // S_MISSILEDOWN
           {SPR_MISG,  0,  1,  {A_Raise},  S_MISSILEUP,  0,  0},   // S_MISSILEUP
           {SPR_MISG,  1,  8,  {A_GunFlash},  S_MISSILE2,  0,  0},   // S_MISSILE1
           {SPR_MISG,  1,  12,  {A_FireMissile},  S_MISSILE3,  0,  0},   // S_MISSILE2
           {SPR_MISG,  1,  0,  {A_ReFire},  S_MISSILE,  0,  0},   // S_MISSILE3
           {SPR_MISF,  32768,  3,  {A_Light1},  S_MISSILEFLASH2,  0,  0},   // S_MISSILEFLASH1
           {SPR_MISF,  32769,  4,  {NULL},  S_MISSILEFLASH3,  0,  0},   // S_MISSILEFLASH2
           {SPR_MISF,  32770,  4,  {A_Light2},  S_MISSILEFLASH4,  0,  0},   // S_MISSILEFLASH3
           {SPR_MISF,  32771,  4,  {A_Light2},  S_LIGHTDONE,  0,  0},   // S_MISSILEFLASH4
           {SPR_SAWG,  2,  4,  {A_WeaponReady},  S_SAWB,  0,  0},   // S_SAW
           {SPR_SAWG,  3,  4,  {A_WeaponReady},  S_SAW,  0,  0},   // S_SAWB
           {SPR_SAWG,  2,  1,  {A_Lower},  S_SAWDOWN,  0,  0},   // S_SAWDOWN
           {SPR_SAWG,  2,  1,  {A_Raise},  S_SAWUP,  0,  0},   // S_SAWUP
           {SPR_SAWG,  0,  4,  {A_Saw},  S_SAW2,  0,  0},   // S_SAW1
           {SPR_SAWG,  1,  4,  {A_Saw},  S_SAW3,  0,  0},   // S_SAW2
           {SPR_SAWG,  1,  0,  {A_ReFire},  S_SAW,  0,  0},   // S_SAW3
           {SPR_PLSG,  0,  1,  {A_WeaponReady},  S_PLASMA,  0,  0},   // S_PLASMA
           {SPR_PLSG,  0,  1,  {A_Lower},  S_PLASMADOWN,  0,  0},   // S_PLASMADOWN
           {SPR_PLSG,  0,  1,  {A_Raise},  S_PLASMAUP,  0,  0},   // S_PLASMAUP
           {SPR_PLSG,  0,  3,  {A_FirePlasma},  S_PLASMA2,  0,  0},   // S_PLASMA1
           {SPR_PLSG,  1,  20,  {A_ReFire},  S_PLASMA,  0,  0},   // S_PLASMA2
           {SPR_PLSF,  32768,  4,  {A_Light1},  S_LIGHTDONE,  0,  0},   // S_PLASMAFLASH1
           {SPR_PLSF,  32769,  4,  {A_Light1},  S_LIGHTDONE,  0,  0},   // S_PLASMAFLASH2
           {SPR_BFGG,  0,  1,  {A_WeaponReady},  S_BFG,  0,  0},   // S_BFG
           {SPR_BFGG,  0,  1,  {A_Lower},  S_BFGDOWN,  0,  0},   // S_BFGDOWN
           {SPR_BFGG,  0,  1,  {A_Raise},  S_BFGUP,  0,  0},   // S_BFGUP
           {SPR_BFGG,  0,  20,  {A_BFGsound},  S_BFG2,  0,  0},   // S_BFG1
           {SPR_BFGG,  1,  10,  {A_GunFlash},  S_BFG3,  0,  0},   // S_BFG2
           {SPR_BFGG,  1,  10,  {A_FireBFG},  S_BFG4,  0,  0},   // S_BFG3
           {SPR_BFGG,  1,  20,  {A_ReFire},  S_BFG,  0,  0},   // S_BFG4
           {SPR_BFGF,  32768,  11,  {A_Light1},  S_BFGFLASH2,  0,  0},   // S_BFGFLASH1
           {SPR_BFGF,  32769,  6,  {A_Light2},  S_LIGHTDONE,  0,  0},   // S_BFGFLASH2
           {SPR_BLUD,  2,  8,  {NULL},  S_BLOOD2,  0,  0},   // S_BLOOD1
           {SPR_BLUD,  1,  8,  {NULL},  S_BLOOD3,  0,  0},   // S_BLOOD2
           {SPR_BLUD,  0,  8,  {NULL},  S_NULL,  0,  0},   // S_BLOOD3
           {SPR_PUFF,  32768,  4,  {NULL},  S_PUFF2,  0,  0},   // S_PUFF1
           {SPR_PUFF,  1,  4,  {NULL},  S_PUFF3,  0,  0},   // S_PUFF2
           {SPR_PUFF,  2,  4,  {NULL},  S_PUFF4,  0,  0},   // S_PUFF3
           {SPR_PUFF,  3,  4,  {NULL},  S_NULL,  0,  0},   // S_PUFF4
           {SPR_BAL1,  32768,  4,  {NULL},  S_TBALL2,  0,  0},   // S_TBALL1
           {SPR_BAL1,  32769,  4,  {NULL},  S_TBALL1,  0,  0},   // S_TBALL2
           {SPR_BAL1,  32770,  6,  {NULL},  S_TBALLX2,  0,  0},   // S_TBALLX1
           {SPR_BAL1,  32771,  6,  {NULL},  S_TBALLX3,  0,  0},   // S_TBALLX2
           {SPR_BAL1,  32772,  6,  {NULL},  S_NULL,  0,  0},   // S_TBALLX3
           {SPR_BAL2,  32768,  4,  {NULL},  S_RBALL2,  0,  0},   // S_RBALL1
           {SPR_BAL2,  32769,  4,  {NULL},  S_RBALL1,  0,  0},   // S_RBALL2
           {SPR_BAL2,  32770,  6,  {NULL},  S_RBALLX2,  0,  0},   // S_RBALLX1
           {SPR_BAL2,  32771,  6,  {NULL},  S_RBALLX3,  0,  0},   // S_RBALLX2
           {SPR_BAL2,  32772,  6,  {NULL},  S_NULL,  0,  0},   // S_RBALLX3
           {SPR_PLSS,  32768,  6,  {NULL},  S_PLASBALL2,  0,  0},   // S_PLASBALL
           {SPR_PLSS,  32769,  6,  {NULL},  S_PLASBALL,  0,  0},   // S_PLASBALL2
           {SPR_PLSE,  32768,  4,  {NULL},  S_PLASEXP2,  0,  0},   // S_PLASEXP
           {SPR_PLSE,  32769,  4,  {NULL},  S_PLASEXP3,  0,  0},   // S_PLASEXP2
           {SPR_PLSE,  32770,  4,  {NULL},  S_PLASEXP4,  0,  0},   // S_PLASEXP3
           {SPR_PLSE,  32771,  4,  {NULL},  S_PLASEXP5,  0,  0},   // S_PLASEXP4
           {SPR_PLSE,  32772,  4,  {NULL},  S_NULL,  0,  0},   // S_PLASEXP5
           {SPR_MISL,  32768,  1,  {NULL},  S_ROCKET,  0,  0},   // S_ROCKET
           {SPR_BFS1,  32768,  4,  {NULL},  S_BFGSHOT2,  0,  0},   // S_BFGSHOT
           {SPR_BFS1,  32769,  4,  {NULL},  S_BFGSHOT,  0,  0},   // S_BFGSHOT2
           {SPR_BFE1,  32768,  8,  {NULL},  S_BFGLAND2,  0,  0},   // S_BFGLAND
           {SPR_BFE1,  32769,  8,  {NULL},  S_BFGLAND3,  0,  0},   // S_BFGLAND2
           {SPR_BFE1,  32770,  8,  {A_BFGSpray},  S_BFGLAND4,  0,  0},   // S_BFGLAND3
           {SPR_BFE1,  32771,  8,  {NULL},  S_BFGLAND5,  0,  0},   // S_BFGLAND4
           {SPR_BFE1,  32772,  8,  {NULL},  S_BFGLAND6,  0,  0},   // S_BFGLAND5
           {SPR_BFE1,  32773,  8,  {NULL},  S_NULL,  0,  0},   // S_BFGLAND6
           {SPR_BFE2,  32768,  8,  {NULL},  S_BFGEXP2,  0,  0},   // S_BFGEXP
           {SPR_BFE2,  32769,  8,  {NULL},  S_BFGEXP3,  0,  0},   // S_BFGEXP2
           {SPR_BFE2,  32770,  8,  {NULL},  S_BFGEXP4,  0,  0},   // S_BFGEXP3
           {SPR_BFE2,  32771,  8,  {NULL},  S_NULL,  0,  0},   // S_BFGEXP4
           {SPR_MISL,  32769,  8,  {A_Explode},  S_EXPLODE2,  0,  0},   // S_EXPLODE1
           {SPR_MISL,  32770,  6,  {NULL},  S_EXPLODE3,  0,  0},   // S_EXPLODE2
           {SPR_MISL,  32771,  4,  {NULL},  S_NULL,  0,  0},   // S_EXPLODE3
           {SPR_TFOG,  32768,  6,  {NULL},  S_TFOG01,  0,  0},   // S_TFOG
           {SPR_TFOG,  32769,  6,  {NULL},  S_TFOG02,  0,  0},   // S_TFOG01
           {SPR_TFOG,  32768,  6,  {NULL},  S_TFOG2,  0,  0},   // S_TFOG02
           {SPR_TFOG,  32769,  6,  {NULL},  S_TFOG3,  0,  0},   // S_TFOG2
           {SPR_TFOG,  32770,  6,  {NULL},  S_TFOG4,  0,  0},   // S_TFOG3
           {SPR_TFOG,  32771,  6,  {NULL},  S_TFOG5,  0,  0},   // S_TFOG4
           {SPR_TFOG,  32772,  6,  {NULL},  S_TFOG6,  0,  0},   // S_TFOG5
           {SPR_TFOG,  32773,  6,  {NULL},  S_TFOG7,  0,  0},   // S_TFOG6
           {SPR_TFOG,  32774,  6,  {NULL},  S_TFOG8,  0,  0},   // S_TFOG7
           {SPR_TFOG,  32775,  6,  {NULL},  S_TFOG9,  0,  0},   // S_TFOG8
           {SPR_TFOG,  32776,  6,  {NULL},  S_TFOG10,  0,  0},   // S_TFOG9
           {SPR_TFOG,  32777,  6,  {NULL},  S_NULL,  0,  0},   // S_TFOG10
           {SPR_IFOG,  32768,  6,  {NULL},  S_IFOG01,  0,  0},   // S_IFOG
           {SPR_IFOG,  32769,  6,  {NULL},  S_IFOG02,  0,  0},   // S_IFOG01
           {SPR_IFOG,  32768,  6,  {NULL},  S_IFOG2,  0,  0},   // S_IFOG02
           {SPR_IFOG,  32769,  6,  {NULL},  S_IFOG3,  0,  0},   // S_IFOG2
           {SPR_IFOG,  32770,  6,  {NULL},  S_IFOG4,  0,  0},   // S_IFOG3
           {SPR_IFOG,  32771,  6,  {NULL},  S_IFOG5,  0,  0},   // S_IFOG4
           {SPR_IFOG,  32772,  6,  {NULL},  S_NULL,  0,  0},   // S_IFOG5
           {SPR_PLAY,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_PLAY
           {SPR_PLAY,  0,  4,  {NULL},  S_PLAY_RUN2,  0,  0},   // S_PLAY_RUN1
           {SPR_PLAY,  1,  4,  {NULL},  S_PLAY_RUN3,  0,  0},   // S_PLAY_RUN2
           {SPR_PLAY,  2,  4,  {NULL},  S_PLAY_RUN4,  0,  0},   // S_PLAY_RUN3
           {SPR_PLAY,  3,  4,  {NULL},  S_PLAY_RUN1,  0,  0},   // S_PLAY_RUN4
           {SPR_PLAY,  4,  12,  {NULL},  S_PLAY,  0,  0},   // S_PLAY_ATK1
           {SPR_PLAY,  32773,  6,  {NULL},  S_PLAY_ATK1,  0,  0},   // S_PLAY_ATK2
           {SPR_PLAY,  6,  4,  {NULL},  S_PLAY_PAIN2,  0,  0},   // S_PLAY_PAIN
           {SPR_PLAY,  6,  4,  {A_Pain},  S_PLAY,  0,  0},   // S_PLAY_PAIN2
           {SPR_PLAY,  7,  10,  {NULL},  S_PLAY_DIE2,  0,  0},   // S_PLAY_DIE1
           {SPR_PLAY,  8,  10,  {A_PlayerScream},  S_PLAY_DIE3,  0,  0},   // S_PLAY_DIE2
           {SPR_PLAY,  9,  10,  {A_Fall},  S_PLAY_DIE4,  0,  0},   // S_PLAY_DIE3
           {SPR_PLAY,  10,  10,  {NULL},  S_PLAY_DIE5,  0,  0},   // S_PLAY_DIE4
           {SPR_PLAY,  11,  10,  {NULL},  S_PLAY_DIE6,  0,  0},   // S_PLAY_DIE5
           {SPR_PLAY,  12,  10,  {NULL},  S_PLAY_DIE7,  0,  0},   // S_PLAY_DIE6
           {SPR_PLAY,  13,  -1,  {NULL},  S_NULL,  0,  0},   // S_PLAY_DIE7
           {SPR_PLAY,  14,  5,  {NULL},  S_PLAY_XDIE2,  0,  0},   // S_PLAY_XDIE1
           {SPR_PLAY,  15,  5,  {A_XScream},  S_PLAY_XDIE3,  0,  0},   // S_PLAY_XDIE2
           {SPR_PLAY,  16,  5,  {A_Fall},  S_PLAY_XDIE4,  0,  0},   // S_PLAY_XDIE3
           {SPR_PLAY,  17,  5,  {NULL},  S_PLAY_XDIE5,  0,  0},   // S_PLAY_XDIE4
           {SPR_PLAY,  18,  5,  {NULL},  S_PLAY_XDIE6,  0,  0},   // S_PLAY_XDIE5
           {SPR_PLAY,  19,  5,  {NULL},  S_PLAY_XDIE7,  0,  0},   // S_PLAY_XDIE6
           {SPR_PLAY,  20,  5,  {NULL},  S_PLAY_XDIE8,  0,  0},   // S_PLAY_XDIE7
           {SPR_PLAY,  21,  5,  {NULL},  S_PLAY_XDIE9,  0,  0},   // S_PLAY_XDIE8
           {SPR_PLAY,  22,  -1,  {NULL},  S_NULL,  0,  0},   // S_PLAY_XDIE9
           {SPR_POSS,  0,  10,  {A_Look},  S_POSS_STND2,  0,  0},   // S_POSS_STND
           {SPR_POSS,  1,  10,  {A_Look},  S_POSS_STND,  0,  0},   // S_POSS_STND2
           {SPR_POSS,  0,  4,  {A_Chase},  S_POSS_RUN2,  0,  0},   // S_POSS_RUN1
           {SPR_POSS,  0,  4,  {A_Chase},  S_POSS_RUN3,  0,  0},   // S_POSS_RUN2
           {SPR_POSS,  1,  4,  {A_Chase},  S_POSS_RUN4,  0,  0},   // S_POSS_RUN3
           {SPR_POSS,  1,  4,  {A_Chase},  S_POSS_RUN5,  0,  0},   // S_POSS_RUN4
           {SPR_POSS,  2,  4,  {A_Chase},  S_POSS_RUN6,  0,  0},   // S_POSS_RUN5
           {SPR_POSS,  2,  4,  {A_Chase},  S_POSS_RUN7,  0,  0},   // S_POSS_RUN6
           {SPR_POSS,  3,  4,  {A_Chase},  S_POSS_RUN8,  0,  0},   // S_POSS_RUN7
           {SPR_POSS,  3,  4,  {A_Chase},  S_POSS_RUN1,  0,  0},   // S_POSS_RUN8
           {SPR_POSS,  4,  10,  {A_FaceTarget},  S_POSS_ATK2,  0,  0},   // S_POSS_ATK1
           {SPR_POSS,  5,  8,  {A_PosAttack},  S_POSS_ATK3,  0,  0},   // S_POSS_ATK2
           {SPR_POSS,  4,  8,  {NULL},  S_POSS_RUN1,  0,  0},   // S_POSS_ATK3
           {SPR_POSS,  6,  3,  {NULL},  S_POSS_PAIN2,  0,  0},   // S_POSS_PAIN
           {SPR_POSS,  6,  3,  {A_Pain},  S_POSS_RUN1,  0,  0},   // S_POSS_PAIN2
           {SPR_POSS,  7,  5,  {NULL},  S_POSS_DIE2,  0,  0},   // S_POSS_DIE1
           {SPR_POSS,  8,  5,  {A_Scream},  S_POSS_DIE3,  0,  0},   // S_POSS_DIE2
           {SPR_POSS,  9,  5,  {A_Fall},  S_POSS_DIE4,  0,  0},   // S_POSS_DIE3
           {SPR_POSS,  10,  5,  {NULL},  S_POSS_DIE5,  0,  0},   // S_POSS_DIE4
           {SPR_POSS,  11,  -1,  {NULL},  S_NULL,  0,  0},   // S_POSS_DIE5
           {SPR_POSS,  12,  5,  {NULL},  S_POSS_XDIE2,  0,  0},   // S_POSS_XDIE1
           {SPR_POSS,  13,  5,  {A_XScream},  S_POSS_XDIE3,  0,  0},   // S_POSS_XDIE2
           {SPR_POSS,  14,  5,  {A_Fall},  S_POSS_XDIE4,  0,  0},   // S_POSS_XDIE3
           {SPR_POSS,  15,  5,  {NULL},  S_POSS_XDIE5,  0,  0},   // S_POSS_XDIE4
           {SPR_POSS,  16,  5,  {NULL},  S_POSS_XDIE6,  0,  0},   // S_POSS_XDIE5
           {SPR_POSS,  17,  5,  {NULL},  S_POSS_XDIE7,  0,  0},   // S_POSS_XDIE6
           {SPR_POSS,  18,  5,  {NULL},  S_POSS_XDIE8,  0,  0},   // S_POSS_XDIE7
           {SPR_POSS,  19,  5,  {NULL},  S_POSS_XDIE9,  0,  0},   // S_POSS_XDIE8
           {SPR_POSS,  20,  -1,  {NULL},  S_NULL,  0,  0},   // S_POSS_XDIE9
           {SPR_POSS,  10,  5,  {NULL},  S_POSS_RAISE2,  0,  0},   // S_POSS_RAISE1
           {SPR_POSS,  9,  5,  {NULL},  S_POSS_RAISE3,  0,  0},   // S_POSS_RAISE2
           {SPR_POSS,  8,  5,  {NULL},  S_POSS_RAISE4,  0,  0},   // S_POSS_RAISE3
           {SPR_POSS,  7,  5,  {NULL},  S_POSS_RUN1,  0,  0},   // S_POSS_RAISE4
           {SPR_SPOS,  0,  10,  {A_Look},  S_SPOS_STND2,  0,  0},   // S_SPOS_STND
           {SPR_SPOS,  1,  10,  {A_Look},  S_SPOS_STND,  0,  0},   // S_SPOS_STND2
           {SPR_SPOS,  0,  3,  {A_Chase},  S_SPOS_RUN2,  0,  0},   // S_SPOS_RUN1
           {SPR_SPOS,  0,  3,  {A_Chase},  S_SPOS_RUN3,  0,  0},   // S_SPOS_RUN2
           {SPR_SPOS,  1,  3,  {A_Chase},  S_SPOS_RUN4,  0,  0},   // S_SPOS_RUN3
           {SPR_SPOS,  1,  3,  {A_Chase},  S_SPOS_RUN5,  0,  0},   // S_SPOS_RUN4
           {SPR_SPOS,  2,  3,  {A_Chase},  S_SPOS_RUN6,  0,  0},   // S_SPOS_RUN5
           {SPR_SPOS,  2,  3,  {A_Chase},  S_SPOS_RUN7,  0,  0},   // S_SPOS_RUN6
           {SPR_SPOS,  3,  3,  {A_Chase},  S_SPOS_RUN8,  0,  0},   // S_SPOS_RUN7
           {SPR_SPOS,  3,  3,  {A_Chase},  S_SPOS_RUN1,  0,  0},   // S_SPOS_RUN8
           {SPR_SPOS,  4,  10,  {A_FaceTarget},  S_SPOS_ATK2,  0,  0},   // S_SPOS_ATK1
           {SPR_SPOS,  32773,  10,  {A_SPosAttack},  S_SPOS_ATK3,  0,  0},   // S_SPOS_ATK2
           {SPR_SPOS,  4,  10,  {NULL},  S_SPOS_RUN1,  0,  0},   // S_SPOS_ATK3
           {SPR_SPOS,  6,  3,  {NULL},  S_SPOS_PAIN2,  0,  0},   // S_SPOS_PAIN
           {SPR_SPOS,  6,  3,  {A_Pain},  S_SPOS_RUN1,  0,  0},   // S_SPOS_PAIN2
           {SPR_SPOS,  7,  5,  {NULL},  S_SPOS_DIE2,  0,  0},   // S_SPOS_DIE1
           {SPR_SPOS,  8,  5,  {A_Scream},  S_SPOS_DIE3,  0,  0},   // S_SPOS_DIE2
           {SPR_SPOS,  9,  5,  {A_Fall},  S_SPOS_DIE4,  0,  0},   // S_SPOS_DIE3
           {SPR_SPOS,  10,  5,  {NULL},  S_SPOS_DIE5,  0,  0},   // S_SPOS_DIE4
           {SPR_SPOS,  11,  -1,  {NULL},  S_NULL,  0,  0},   // S_SPOS_DIE5
           {SPR_SPOS,  12,  5,  {NULL},  S_SPOS_XDIE2,  0,  0},   // S_SPOS_XDIE1
           {SPR_SPOS,  13,  5,  {A_XScream},  S_SPOS_XDIE3,  0,  0},   // S_SPOS_XDIE2
           {SPR_SPOS,  14,  5,  {A_Fall},  S_SPOS_XDIE4,  0,  0},   // S_SPOS_XDIE3
           {SPR_SPOS,  15,  5,  {NULL},  S_SPOS_XDIE5,  0,  0},   // S_SPOS_XDIE4
           {SPR_SPOS,  16,  5,  {NULL},  S_SPOS_XDIE6,  0,  0},   // S_SPOS_XDIE5
           {SPR_SPOS,  17,  5,  {NULL},  S_SPOS_XDIE7,  0,  0},   // S_SPOS_XDIE6
           {SPR_SPOS,  18,  5,  {NULL},  S_SPOS_XDIE8,  0,  0},   // S_SPOS_XDIE7
           {SPR_SPOS,  19,  5,  {NULL},  S_SPOS_XDIE9,  0,  0},   // S_SPOS_XDIE8
           {SPR_SPOS,  20,  -1,  {NULL},  S_NULL,  0,  0},   // S_SPOS_XDIE9
           {SPR_SPOS,  11,  5,  {NULL},  S_SPOS_RAISE2,  0,  0},   // S_SPOS_RAISE1
           {SPR_SPOS,  10,  5,  {NULL},  S_SPOS_RAISE3,  0,  0},   // S_SPOS_RAISE2
           {SPR_SPOS,  9,  5,  {NULL},  S_SPOS_RAISE4,  0,  0},   // S_SPOS_RAISE3
           {SPR_SPOS,  8,  5,  {NULL},  S_SPOS_RAISE5,  0,  0},   // S_SPOS_RAISE4
           {SPR_SPOS,  7,  5,  {NULL},  S_SPOS_RUN1,  0,  0},   // S_SPOS_RAISE5
           {SPR_VILE,  0,  10,  {A_Look},  S_VILE_STND2,  0,  0},   // S_VILE_STND
           {SPR_VILE,  1,  10,  {A_Look},  S_VILE_STND,  0,  0},   // S_VILE_STND2
           {SPR_VILE,  0,  2,  {A_VileChase},  S_VILE_RUN2,  0,  0},   // S_VILE_RUN1
           {SPR_VILE,  0,  2,  {A_VileChase},  S_VILE_RUN3,  0,  0},   // S_VILE_RUN2
           {SPR_VILE,  1,  2,  {A_VileChase},  S_VILE_RUN4,  0,  0},   // S_VILE_RUN3
           {SPR_VILE,  1,  2,  {A_VileChase},  S_VILE_RUN5,  0,  0},   // S_VILE_RUN4
           {SPR_VILE,  2,  2,  {A_VileChase},  S_VILE_RUN6,  0,  0},   // S_VILE_RUN5
           {SPR_VILE,  2,  2,  {A_VileChase},  S_VILE_RUN7,  0,  0},   // S_VILE_RUN6
           {SPR_VILE,  3,  2,  {A_VileChase},  S_VILE_RUN8,  0,  0},   // S_VILE_RUN7
           {SPR_VILE,  3,  2,  {A_VileChase},  S_VILE_RUN9,  0,  0},   // S_VILE_RUN8
           {SPR_VILE,  4,  2,  {A_VileChase},  S_VILE_RUN10,  0,  0},   // S_VILE_RUN9
           {SPR_VILE,  4,  2,  {A_VileChase},  S_VILE_RUN11,  0,  0},   // S_VILE_RUN10
           {SPR_VILE,  5,  2,  {A_VileChase},  S_VILE_RUN12,  0,  0},   // S_VILE_RUN11
           {SPR_VILE,  5,  2,  {A_VileChase},  S_VILE_RUN1,  0,  0},   // S_VILE_RUN12
           {SPR_VILE,  32774,  0,  {A_VileStart},  S_VILE_ATK2,  0,  0},   // S_VILE_ATK1
           {SPR_VILE,  32774,  10,  {A_FaceTarget},  S_VILE_ATK3,  0,  0},   // S_VILE_ATK2
           {SPR_VILE,  32775,  8,  {A_VileTarget},  S_VILE_ATK4,  0,  0},   // S_VILE_ATK3
           {SPR_VILE,  32776,  8,  {A_FaceTarget},  S_VILE_ATK5,  0,  0},   // S_VILE_ATK4
           {SPR_VILE,  32777,  8,  {A_FaceTarget},  S_VILE_ATK6,  0,  0},   // S_VILE_ATK5
           {SPR_VILE,  32778,  8,  {A_FaceTarget},  S_VILE_ATK7,  0,  0},   // S_VILE_ATK6
           {SPR_VILE,  32779,  8,  {A_FaceTarget},  S_VILE_ATK8,  0,  0},   // S_VILE_ATK7
           {SPR_VILE,  32780,  8,  {A_FaceTarget},  S_VILE_ATK9,  0,  0},   // S_VILE_ATK8
           {SPR_VILE,  32781,  8,  {A_FaceTarget},  S_VILE_ATK10,  0,  0},   // S_VILE_ATK9
           {SPR_VILE,  32782,  8,  {A_VileAttack},  S_VILE_ATK11,  0,  0},   // S_VILE_ATK10
           {SPR_VILE,  32783,  20,  {NULL},  S_VILE_RUN1,  0,  0},   // S_VILE_ATK11
           {SPR_VILE,  32794,  10,  {NULL},  S_VILE_HEAL2,  0,  0},   // S_VILE_HEAL1
           {SPR_VILE,  32795,  10,  {NULL},  S_VILE_HEAL3,  0,  0},   // S_VILE_HEAL2
           {SPR_VILE,  32796,  10,  {NULL},  S_VILE_RUN1,  0,  0},   // S_VILE_HEAL3
           {SPR_VILE,  16,  5,  {NULL},  S_VILE_PAIN2,  0,  0},   // S_VILE_PAIN
           {SPR_VILE,  16,  5,  {A_Pain},  S_VILE_RUN1,  0,  0},   // S_VILE_PAIN2
           {SPR_VILE,  16,  7,  {NULL},  S_VILE_DIE2,  0,  0},   // S_VILE_DIE1
           {SPR_VILE,  17,  7,  {A_Scream},  S_VILE_DIE3,  0,  0},   // S_VILE_DIE2
           {SPR_VILE,  18,  7,  {A_Fall},  S_VILE_DIE4,  0,  0},   // S_VILE_DIE3
           {SPR_VILE,  19,  7,  {NULL},  S_VILE_DIE5,  0,  0},   // S_VILE_DIE4
           {SPR_VILE,  20,  7,  {NULL},  S_VILE_DIE6,  0,  0},   // S_VILE_DIE5
           {SPR_VILE,  21,  7,  {NULL},  S_VILE_DIE7,  0,  0},   // S_VILE_DIE6
           {SPR_VILE,  22,  7,  {NULL},  S_VILE_DIE8,  0,  0},   // S_VILE_DIE7
           {SPR_VILE,  23,  5,  {NULL},  S_VILE_DIE9,  0,  0},   // S_VILE_DIE8
           {SPR_VILE,  24,  5,  {NULL},  S_VILE_DIE10,  0,  0},   // S_VILE_DIE9
           {SPR_VILE,  25,  -1,  {NULL},  S_NULL,  0,  0},   // S_VILE_DIE10
           {SPR_FIRE,  32768,  2,  {A_StartFire},  S_FIRE2,  0,  0},   // S_FIRE1
           {SPR_FIRE,  32769,  2,  {A_Fire},  S_FIRE3,  0,  0},   // S_FIRE2
           {SPR_FIRE,  32768,  2,  {A_Fire},  S_FIRE4,  0,  0},   // S_FIRE3
           {SPR_FIRE,  32769,  2,  {A_Fire},  S_FIRE5,  0,  0},   // S_FIRE4
           {SPR_FIRE,  32770,  2,  {A_FireCrackle},  S_FIRE6,  0,  0},   // S_FIRE5
           {SPR_FIRE,  32769,  2,  {A_Fire},  S_FIRE7,  0,  0},   // S_FIRE6
           {SPR_FIRE,  32770,  2,  {A_Fire},  S_FIRE8,  0,  0},   // S_FIRE7
           {SPR_FIRE,  32769,  2,  {A_Fire},  S_FIRE9,  0,  0},   // S_FIRE8
           {SPR_FIRE,  32770,  2,  {A_Fire},  S_FIRE10,  0,  0},   // S_FIRE9
           {SPR_FIRE,  32771,  2,  {A_Fire},  S_FIRE11,  0,  0},   // S_FIRE10
           {SPR_FIRE,  32770,  2,  {A_Fire},  S_FIRE12,  0,  0},   // S_FIRE11
           {SPR_FIRE,  32771,  2,  {A_Fire},  S_FIRE13,  0,  0},   // S_FIRE12
           {SPR_FIRE,  32770,  2,  {A_Fire},  S_FIRE14,  0,  0},   // S_FIRE13
           {SPR_FIRE,  32771,  2,  {A_Fire},  S_FIRE15,  0,  0},   // S_FIRE14
           {SPR_FIRE,  32772,  2,  {A_Fire},  S_FIRE16,  0,  0},   // S_FIRE15
           {SPR_FIRE,  32771,  2,  {A_Fire},  S_FIRE17,  0,  0},   // S_FIRE16
           {SPR_FIRE,  32772,  2,  {A_Fire},  S_FIRE18,  0,  0},   // S_FIRE17
           {SPR_FIRE,  32771,  2,  {A_Fire},  S_FIRE19,  0,  0},   // S_FIRE18
           {SPR_FIRE,  32772,  2,  {A_FireCrackle},  S_FIRE20,  0,  0},   // S_FIRE19
           {SPR_FIRE,  32773,  2,  {A_Fire},  S_FIRE21,  0,  0},   // S_FIRE20
           {SPR_FIRE,  32772,  2,  {A_Fire},  S_FIRE22,  0,  0},   // S_FIRE21
           {SPR_FIRE,  32773,  2,  {A_Fire},  S_FIRE23,  0,  0},   // S_FIRE22
           {SPR_FIRE,  32772,  2,  {A_Fire},  S_FIRE24,  0,  0},   // S_FIRE23
           {SPR_FIRE,  32773,  2,  {A_Fire},  S_FIRE25,  0,  0},   // S_FIRE24
           {SPR_FIRE,  32774,  2,  {A_Fire},  S_FIRE26,  0,  0},   // S_FIRE25
           {SPR_FIRE,  32775,  2,  {A_Fire},  S_FIRE27,  0,  0},   // S_FIRE26
           {SPR_FIRE,  32774,  2,  {A_Fire},  S_FIRE28,  0,  0},   // S_FIRE27
           {SPR_FIRE,  32775,  2,  {A_Fire},  S_FIRE29,  0,  0},   // S_FIRE28
           {SPR_FIRE,  32774,  2,  {A_Fire},  S_FIRE30,  0,  0},   // S_FIRE29
           {SPR_FIRE,  32775,  2,  {A_Fire},  S_NULL,  0,  0},   // S_FIRE30
           {SPR_PUFF,  1,  4,  {NULL},  S_SMOKE2,  0,  0},   // S_SMOKE1
           {SPR_PUFF,  2,  4,  {NULL},  S_SMOKE3,  0,  0},   // S_SMOKE2
           {SPR_PUFF,  1,  4,  {NULL},  S_SMOKE4,  0,  0},   // S_SMOKE3
           {SPR_PUFF,  2,  4,  {NULL},  S_SMOKE5,  0,  0},   // S_SMOKE4
           {SPR_PUFF,  3,  4,  {NULL},  S_NULL,  0,  0},   // S_SMOKE5
           {SPR_FATB,  32768,  2,  {A_Tracer},  S_TRACER2,  0,  0},   // S_TRACER
           {SPR_FATB,  32769,  2,  {A_Tracer},  S_TRACER,  0,  0},   // S_TRACER2
           {SPR_FBXP,  32768,  8,  {NULL},  S_TRACEEXP2,  0,  0},   // S_TRACEEXP1
           {SPR_FBXP,  32769,  6,  {NULL},  S_TRACEEXP3,  0,  0},   // S_TRACEEXP2
           {SPR_FBXP,  32770,  4,  {NULL},  S_NULL,  0,  0},   // S_TRACEEXP3
           {SPR_SKEL,  0,  10,  {A_Look},  S_SKEL_STND2,  0,  0},   // S_SKEL_STND
           {SPR_SKEL,  1,  10,  {A_Look},  S_SKEL_STND,  0,  0},   // S_SKEL_STND2
           {SPR_SKEL,  0,  2,  {A_Chase},  S_SKEL_RUN2,  0,  0},   // S_SKEL_RUN1
           {SPR_SKEL,  0,  2,  {A_Chase},  S_SKEL_RUN3,  0,  0},   // S_SKEL_RUN2
           {SPR_SKEL,  1,  2,  {A_Chase},  S_SKEL_RUN4,  0,  0},   // S_SKEL_RUN3
           {SPR_SKEL,  1,  2,  {A_Chase},  S_SKEL_RUN5,  0,  0},   // S_SKEL_RUN4
           {SPR_SKEL,  2,  2,  {A_Chase},  S_SKEL_RUN6,  0,  0},   // S_SKEL_RUN5
           {SPR_SKEL,  2,  2,  {A_Chase},  S_SKEL_RUN7,  0,  0},   // S_SKEL_RUN6
           {SPR_SKEL,  3,  2,  {A_Chase},  S_SKEL_RUN8,  0,  0},   // S_SKEL_RUN7
           {SPR_SKEL,  3,  2,  {A_Chase},  S_SKEL_RUN9,  0,  0},   // S_SKEL_RUN8
           {SPR_SKEL,  4,  2,  {A_Chase},  S_SKEL_RUN10,  0,  0},   // S_SKEL_RUN9
           {SPR_SKEL,  4,  2,  {A_Chase},  S_SKEL_RUN11,  0,  0},   // S_SKEL_RUN10
           {SPR_SKEL,  5,  2,  {A_Chase},  S_SKEL_RUN12,  0,  0},   // S_SKEL_RUN11
           {SPR_SKEL,  5,  2,  {A_Chase},  S_SKEL_RUN1,  0,  0},   // S_SKEL_RUN12
           {SPR_SKEL,  6,  0,  {A_FaceTarget},  S_SKEL_FIST2,  0,  0},   // S_SKEL_FIST1
           {SPR_SKEL,  6,  6,  {A_SkelWhoosh},  S_SKEL_FIST3,  0,  0},   // S_SKEL_FIST2
           {SPR_SKEL,  7,  6,  {A_FaceTarget},  S_SKEL_FIST4,  0,  0},   // S_SKEL_FIST3
           {SPR_SKEL,  8,  6,  {A_SkelFist},  S_SKEL_RUN1,  0,  0},   // S_SKEL_FIST4
           {SPR_SKEL,  32777,  0,  {A_FaceTarget},  S_SKEL_MISS2,  0,  0},   // S_SKEL_MISS1
           {SPR_SKEL,  32777,  10,  {A_FaceTarget},  S_SKEL_MISS3,  0,  0},   // S_SKEL_MISS2
           {SPR_SKEL,  10,  10,  {A_SkelMissile},  S_SKEL_MISS4,  0,  0},   // S_SKEL_MISS3
           {SPR_SKEL,  10,  10,  {A_FaceTarget},  S_SKEL_RUN1,  0,  0},   // S_SKEL_MISS4
           {SPR_SKEL,  11,  5,  {NULL},  S_SKEL_PAIN2,  0,  0},   // S_SKEL_PAIN
           {SPR_SKEL,  11,  5,  {A_Pain},  S_SKEL_RUN1,  0,  0},   // S_SKEL_PAIN2
           {SPR_SKEL,  11,  7,  {NULL},  S_SKEL_DIE2,  0,  0},   // S_SKEL_DIE1
           {SPR_SKEL,  12,  7,  {NULL},  S_SKEL_DIE3,  0,  0},   // S_SKEL_DIE2
           {SPR_SKEL,  13,  7,  {A_Scream},  S_SKEL_DIE4,  0,  0},   // S_SKEL_DIE3
           {SPR_SKEL,  14,  7,  {A_Fall},  S_SKEL_DIE5,  0,  0},   // S_SKEL_DIE4
           {SPR_SKEL,  15,  7,  {NULL},  S_SKEL_DIE6,  0,  0},   // S_SKEL_DIE5
           {SPR_SKEL,  16,  -1,  {NULL},  S_NULL,  0,  0},   // S_SKEL_DIE6
           {SPR_SKEL,  16,  5,  {NULL},  S_SKEL_RAISE2,  0,  0},   // S_SKEL_RAISE1
           {SPR_SKEL,  15,  5,  {NULL},  S_SKEL_RAISE3,  0,  0},   // S_SKEL_RAISE2
           {SPR_SKEL,  14,  5,  {NULL},  S_SKEL_RAISE4,  0,  0},   // S_SKEL_RAISE3
           {SPR_SKEL,  13,  5,  {NULL},  S_SKEL_RAISE5,  0,  0},   // S_SKEL_RAISE4
           {SPR_SKEL,  12,  5,  {NULL},  S_SKEL_RAISE6,  0,  0},   // S_SKEL_RAISE5
           {SPR_SKEL,  11,  5,  {NULL},  S_SKEL_RUN1,  0,  0},   // S_SKEL_RAISE6
           {SPR_MANF,  32768,  4,  {NULL},  S_FATSHOT2,  0,  0},   // S_FATSHOT1
           {SPR_MANF,  32769,  4,  {NULL},  S_FATSHOT1,  0,  0},   // S_FATSHOT2
           {SPR_MISL,  32769,  8,  {NULL},  S_FATSHOTX2,  0,  0},   // S_FATSHOTX1
           {SPR_MISL,  32770,  6,  {NULL},  S_FATSHOTX3,  0,  0},   // S_FATSHOTX2
           {SPR_MISL,  32771,  4,  {NULL},  S_NULL,  0,  0},   // S_FATSHOTX3
           {SPR_FATT,  0,  15,  {A_Look},  S_FATT_STND2,  0,  0},   // S_FATT_STND
           {SPR_FATT,  1,  15,  {A_Look},  S_FATT_STND,  0,  0},   // S_FATT_STND2
           {SPR_FATT,  0,  4,  {A_Chase},  S_FATT_RUN2,  0,  0},   // S_FATT_RUN1
           {SPR_FATT,  0,  4,  {A_Chase},  S_FATT_RUN3,  0,  0},   // S_FATT_RUN2
           {SPR_FATT,  1,  4,  {A_Chase},  S_FATT_RUN4,  0,  0},   // S_FATT_RUN3
           {SPR_FATT,  1,  4,  {A_Chase},  S_FATT_RUN5,  0,  0},   // S_FATT_RUN4
           {SPR_FATT,  2,  4,  {A_Chase},  S_FATT_RUN6,  0,  0},   // S_FATT_RUN5
           {SPR_FATT,  2,  4,  {A_Chase},  S_FATT_RUN7,  0,  0},   // S_FATT_RUN6
           {SPR_FATT,  3,  4,  {A_Chase},  S_FATT_RUN8,  0,  0},   // S_FATT_RUN7
           {SPR_FATT,  3,  4,  {A_Chase},  S_FATT_RUN9,  0,  0},   // S_FATT_RUN8
           {SPR_FATT,  4,  4,  {A_Chase},  S_FATT_RUN10,  0,  0},   // S_FATT_RUN9
           {SPR_FATT,  4,  4,  {A_Chase},  S_FATT_RUN11,  0,  0},   // S_FATT_RUN10
           {SPR_FATT,  5,  4,  {A_Chase},  S_FATT_RUN12,  0,  0},   // S_FATT_RUN11
           {SPR_FATT,  5,  4,  {A_Chase},  S_FATT_RUN1,  0,  0},   // S_FATT_RUN12
           {SPR_FATT,  6,  20,  {A_FatRaise},  S_FATT_ATK2,  0,  0},   // S_FATT_ATK1
           {SPR_FATT,  32775,  10,  {A_FatAttack1},  S_FATT_ATK3,  0,  0},   // S_FATT_ATK2
           {SPR_FATT,  8,  5,  {A_FaceTarget},  S_FATT_ATK4,  0,  0},   // S_FATT_ATK3
           {SPR_FATT,  6,  5,  {A_FaceTarget},  S_FATT_ATK5,  0,  0},   // S_FATT_ATK4
           {SPR_FATT,  32775,  10,  {A_FatAttack2},  S_FATT_ATK6,  0,  0},   // S_FATT_ATK5
           {SPR_FATT,  8,  5,  {A_FaceTarget},  S_FATT_ATK7,  0,  0},   // S_FATT_ATK6
           {SPR_FATT,  6,  5,  {A_FaceTarget},  S_FATT_ATK8,  0,  0},   // S_FATT_ATK7
           {SPR_FATT,  32775,  10,  {A_FatAttack3},  S_FATT_ATK9,  0,  0},   // S_FATT_ATK8
           {SPR_FATT,  8,  5,  {A_FaceTarget},  S_FATT_ATK10,  0,  0},   // S_FATT_ATK9
           {SPR_FATT,  6,  5,  {A_FaceTarget},  S_FATT_RUN1,  0,  0},   // S_FATT_ATK10
           {SPR_FATT,  9,  3,  {NULL},  S_FATT_PAIN2,  0,  0},   // S_FATT_PAIN
           {SPR_FATT,  9,  3,  {A_Pain},  S_FATT_RUN1,  0,  0},   // S_FATT_PAIN2
           {SPR_FATT,  10,  6,  {NULL},  S_FATT_DIE2,  0,  0},   // S_FATT_DIE1
           {SPR_FATT,  11,  6,  {A_Scream},  S_FATT_DIE3,  0,  0},   // S_FATT_DIE2
           {SPR_FATT,  12,  6,  {A_Fall},  S_FATT_DIE4,  0,  0},   // S_FATT_DIE3
           {SPR_FATT,  13,  6,  {NULL},  S_FATT_DIE5,  0,  0},   // S_FATT_DIE4
           {SPR_FATT,  14,  6,  {NULL},  S_FATT_DIE6,  0,  0},   // S_FATT_DIE5
           {SPR_FATT,  15,  6,  {NULL},  S_FATT_DIE7,  0,  0},   // S_FATT_DIE6
           {SPR_FATT,  16,  6,  {NULL},  S_FATT_DIE8,  0,  0},   // S_FATT_DIE7
           {SPR_FATT,  17,  6,  {NULL},  S_FATT_DIE9,  0,  0},   // S_FATT_DIE8
           {SPR_FATT,  18,  6,  {NULL},  S_FATT_DIE10,  0,  0},   // S_FATT_DIE9
           {SPR_FATT,  19,  -1,  {A_BossDeath},  S_NULL,  0,  0},   // S_FATT_DIE10
           {SPR_FATT,  17,  5,  {NULL},  S_FATT_RAISE2,  0,  0},   // S_FATT_RAISE1
           {SPR_FATT,  16,  5,  {NULL},  S_FATT_RAISE3,  0,  0},   // S_FATT_RAISE2
           {SPR_FATT,  15,  5,  {NULL},  S_FATT_RAISE4,  0,  0},   // S_FATT_RAISE3
           {SPR_FATT,  14,  5,  {NULL},  S_FATT_RAISE5,  0,  0},   // S_FATT_RAISE4
           {SPR_FATT,  13,  5,  {NULL},  S_FATT_RAISE6,  0,  0},   // S_FATT_RAISE5
           {SPR_FATT,  12,  5,  {NULL},  S_FATT_RAISE7,  0,  0},   // S_FATT_RAISE6
           {SPR_FATT,  11,  5,  {NULL},  S_FATT_RAISE8,  0,  0},   // S_FATT_RAISE7
           {SPR_FATT,  10,  5,  {NULL},  S_FATT_RUN1,  0,  0},   // S_FATT_RAISE8
           {SPR_CPOS,  0,  10,  {A_Look},  S_CPOS_STND2,  0,  0},   // S_CPOS_STND
           {SPR_CPOS,  1,  10,  {A_Look},  S_CPOS_STND,  0,  0},   // S_CPOS_STND2
           {SPR_CPOS,  0,  3,  {A_Chase},  S_CPOS_RUN2,  0,  0},   // S_CPOS_RUN1
           {SPR_CPOS,  0,  3,  {A_Chase},  S_CPOS_RUN3,  0,  0},   // S_CPOS_RUN2
           {SPR_CPOS,  1,  3,  {A_Chase},  S_CPOS_RUN4,  0,  0},   // S_CPOS_RUN3
           {SPR_CPOS,  1,  3,  {A_Chase},  S_CPOS_RUN5,  0,  0},   // S_CPOS_RUN4
           {SPR_CPOS,  2,  3,  {A_Chase},  S_CPOS_RUN6,  0,  0},   // S_CPOS_RUN5
           {SPR_CPOS,  2,  3,  {A_Chase},  S_CPOS_RUN7,  0,  0},   // S_CPOS_RUN6
           {SPR_CPOS,  3,  3,  {A_Chase},  S_CPOS_RUN8,  0,  0},   // S_CPOS_RUN7
           {SPR_CPOS,  3,  3,  {A_Chase},  S_CPOS_RUN1,  0,  0},   // S_CPOS_RUN8
           {SPR_CPOS,  4,  10,  {A_FaceTarget},  S_CPOS_ATK2,  0,  0},   // S_CPOS_ATK1
           {SPR_CPOS,  32773,  4,  {A_CPosAttack},  S_CPOS_ATK3,  0,  0},   // S_CPOS_ATK2
           {SPR_CPOS,  32772,  4,  {A_CPosAttack},  S_CPOS_ATK4,  0,  0},   // S_CPOS_ATK3
           {SPR_CPOS,  5,  1,  {A_CPosRefire},  S_CPOS_ATK2,  0,  0},   // S_CPOS_ATK4
           {SPR_CPOS,  6,  3,  {NULL},  S_CPOS_PAIN2,  0,  0},   // S_CPOS_PAIN
           {SPR_CPOS,  6,  3,  {A_Pain},  S_CPOS_RUN1,  0,  0},   // S_CPOS_PAIN2
           {SPR_CPOS,  7,  5,  {NULL},  S_CPOS_DIE2,  0,  0},   // S_CPOS_DIE1
           {SPR_CPOS,  8,  5,  {A_Scream},  S_CPOS_DIE3,  0,  0},   // S_CPOS_DIE2
           {SPR_CPOS,  9,  5,  {A_Fall},  S_CPOS_DIE4,  0,  0},   // S_CPOS_DIE3
           {SPR_CPOS,  10,  5,  {NULL},  S_CPOS_DIE5,  0,  0},   // S_CPOS_DIE4
           {SPR_CPOS,  11,  5,  {NULL},  S_CPOS_DIE6,  0,  0},   // S_CPOS_DIE5
           {SPR_CPOS,  12,  5,  {NULL},  S_CPOS_DIE7,  0,  0},   // S_CPOS_DIE6
           {SPR_CPOS,  13,  -1,  {NULL},  S_NULL,  0,  0},   // S_CPOS_DIE7
           {SPR_CPOS,  14,  5,  {NULL},  S_CPOS_XDIE2,  0,  0},   // S_CPOS_XDIE1
           {SPR_CPOS,  15,  5,  {A_XScream},  S_CPOS_XDIE3,  0,  0},   // S_CPOS_XDIE2
           {SPR_CPOS,  16,  5,  {A_Fall},  S_CPOS_XDIE4,  0,  0},   // S_CPOS_XDIE3
           {SPR_CPOS,  17,  5,  {NULL},  S_CPOS_XDIE5,  0,  0},   // S_CPOS_XDIE4
           {SPR_CPOS,  18,  5,  {NULL},  S_CPOS_XDIE6,  0,  0},   // S_CPOS_XDIE5
           {SPR_CPOS,  19,  -1,  {NULL},  S_NULL,  0,  0},   // S_CPOS_XDIE6
           {SPR_CPOS,  13,  5,  {NULL},  S_CPOS_RAISE2,  0,  0},   // S_CPOS_RAISE1
           {SPR_CPOS,  12,  5,  {NULL},  S_CPOS_RAISE3,  0,  0},   // S_CPOS_RAISE2
           {SPR_CPOS,  11,  5,  {NULL},  S_CPOS_RAISE4,  0,  0},   // S_CPOS_RAISE3
           {SPR_CPOS,  10,  5,  {NULL},  S_CPOS_RAISE5,  0,  0},   // S_CPOS_RAISE4
           {SPR_CPOS,  9,  5,  {NULL},  S_CPOS_RAISE6,  0,  0},   // S_CPOS_RAISE5
           {SPR_CPOS,  8,  5,  {NULL},  S_CPOS_RAISE7,  0,  0},   // S_CPOS_RAISE6
           {SPR_CPOS,  7,  5,  {NULL},  S_CPOS_RUN1,  0,  0},   // S_CPOS_RAISE7
           {SPR_TROO,  0,  10,  {A_Look},  S_TROO_STND2,  0,  0},   // S_TROO_STND
           {SPR_TROO,  1,  10,  {A_Look},  S_TROO_STND,  0,  0},   // S_TROO_STND2
           {SPR_TROO,  0,  3,  {A_Chase},  S_TROO_RUN2,  0,  0},   // S_TROO_RUN1
           {SPR_TROO,  0,  3,  {A_Chase},  S_TROO_RUN3,  0,  0},   // S_TROO_RUN2
           {SPR_TROO,  1,  3,  {A_Chase},  S_TROO_RUN4,  0,  0},   // S_TROO_RUN3
           {SPR_TROO,  1,  3,  {A_Chase},  S_TROO_RUN5,  0,  0},   // S_TROO_RUN4
           {SPR_TROO,  2,  3,  {A_Chase},  S_TROO_RUN6,  0,  0},   // S_TROO_RUN5
           {SPR_TROO,  2,  3,  {A_Chase},  S_TROO_RUN7,  0,  0},   // S_TROO_RUN6
           {SPR_TROO,  3,  3,  {A_Chase},  S_TROO_RUN8,  0,  0},   // S_TROO_RUN7
           {SPR_TROO,  3,  3,  {A_Chase},  S_TROO_RUN1,  0,  0},   // S_TROO_RUN8
           {SPR_TROO,  4,  8,  {A_FaceTarget},  S_TROO_ATK2,  0,  0},   // S_TROO_ATK1
           {SPR_TROO,  5,  8,  {A_FaceTarget},  S_TROO_ATK3,  0,  0},   // S_TROO_ATK2
           {SPR_TROO,  6,  6,  {A_TroopAttack},  S_TROO_RUN1,  0,  0},   // S_TROO_ATK3
           {SPR_TROO,  7,  2,  {NULL},  S_TROO_PAIN2,  0,  0},   // S_TROO_PAIN
           {SPR_TROO,  7,  2,  {A_Pain},  S_TROO_RUN1,  0,  0},   // S_TROO_PAIN2
           {SPR_TROO,  8,  8,  {NULL},  S_TROO_DIE2,  0,  0},   // S_TROO_DIE1
           {SPR_TROO,  9,  8,  {A_Scream},  S_TROO_DIE3,  0,  0},   // S_TROO_DIE2
           {SPR_TROO,  10,  6,  {NULL},  S_TROO_DIE4,  0,  0},   // S_TROO_DIE3
           {SPR_TROO,  11,  6,  {A_Fall},  S_TROO_DIE5,  0,  0},   // S_TROO_DIE4
           {SPR_TROO,  12,  -1,  {NULL},  S_NULL,  0,  0},   // S_TROO_DIE5
           {SPR_TROO,  13,  5,  {NULL},  S_TROO_XDIE2,  0,  0},   // S_TROO_XDIE1
           {SPR_TROO,  14,  5,  {A_XScream},  S_TROO_XDIE3,  0,  0},   // S_TROO_XDIE2
           {SPR_TROO,  15,  5,  {NULL},  S_TROO_XDIE4,  0,  0},   // S_TROO_XDIE3
           {SPR_TROO,  16,  5,  {A_Fall},  S_TROO_XDIE5,  0,  0},   // S_TROO_XDIE4
           {SPR_TROO,  17,  5,  {NULL},  S_TROO_XDIE6,  0,  0},   // S_TROO_XDIE5
           {SPR_TROO,  18,  5,  {NULL},  S_TROO_XDIE7,  0,  0},   // S_TROO_XDIE6
           {SPR_TROO,  19,  5,  {NULL},  S_TROO_XDIE8,  0,  0},   // S_TROO_XDIE7
           {SPR_TROO,  20,  -1,  {NULL},  S_NULL,  0,  0},   // S_TROO_XDIE8
           {SPR_TROO,  12,  8,  {NULL},  S_TROO_RAISE2,  0,  0},   // S_TROO_RAISE1
           {SPR_TROO,  11,  8,  {NULL},  S_TROO_RAISE3,  0,  0},   // S_TROO_RAISE2
           {SPR_TROO,  10,  6,  {NULL},  S_TROO_RAISE4,  0,  0},   // S_TROO_RAISE3
           {SPR_TROO,  9,  6,  {NULL},  S_TROO_RAISE5,  0,  0},   // S_TROO_RAISE4
           {SPR_TROO,  8,  6,  {NULL},  S_TROO_RUN1,  0,  0},   // S_TROO_RAISE5
           {SPR_SARG,  0,  10,  {A_Look},  S_SARG_STND2,  0,  0},   // S_SARG_STND
           {SPR_SARG,  1,  10,  {A_Look},  S_SARG_STND,  0,  0},   // S_SARG_STND2
           {SPR_SARG,  0,  2,  {A_Chase},  S_SARG_RUN2,  0,  0},   // S_SARG_RUN1
           {SPR_SARG,  0,  2,  {A_Chase},  S_SARG_RUN3,  0,  0},   // S_SARG_RUN2
           {SPR_SARG,  1,  2,  {A_Chase},  S_SARG_RUN4,  0,  0},   // S_SARG_RUN3
           {SPR_SARG,  1,  2,  {A_Chase},  S_SARG_RUN5,  0,  0},   // S_SARG_RUN4
           {SPR_SARG,  2,  2,  {A_Chase},  S_SARG_RUN6,  0,  0},   // S_SARG_RUN5
           {SPR_SARG,  2,  2,  {A_Chase},  S_SARG_RUN7,  0,  0},   // S_SARG_RUN6
           {SPR_SARG,  3,  2,  {A_Chase},  S_SARG_RUN8,  0,  0},   // S_SARG_RUN7
           {SPR_SARG,  3,  2,  {A_Chase},  S_SARG_RUN1,  0,  0},   // S_SARG_RUN8
           {SPR_SARG,  4,  8,  {A_FaceTarget},  S_SARG_ATK2,  0,  0},   // S_SARG_ATK1
           {SPR_SARG,  5,  8,  {A_FaceTarget},  S_SARG_ATK3,  0,  0},   // S_SARG_ATK2
           {SPR_SARG,  6,  8,  {A_SargAttack},  S_SARG_RUN1,  0,  0},   // S_SARG_ATK3
           {SPR_SARG,  7,  2,  {NULL},  S_SARG_PAIN2,  0,  0},   // S_SARG_PAIN
           {SPR_SARG,  7,  2,  {A_Pain},  S_SARG_RUN1,  0,  0},   // S_SARG_PAIN2
           {SPR_SARG,  8,  8,  {NULL},  S_SARG_DIE2,  0,  0},   // S_SARG_DIE1
           {SPR_SARG,  9,  8,  {A_Scream},  S_SARG_DIE3,  0,  0},   // S_SARG_DIE2
           {SPR_SARG,  10,  4,  {NULL},  S_SARG_DIE4,  0,  0},   // S_SARG_DIE3
           {SPR_SARG,  11,  4,  {A_Fall},  S_SARG_DIE5,  0,  0},   // S_SARG_DIE4
           {SPR_SARG,  12,  4,  {NULL},  S_SARG_DIE6,  0,  0},   // S_SARG_DIE5
           {SPR_SARG,  13,  -1,  {NULL},  S_NULL,  0,  0},   // S_SARG_DIE6
           {SPR_SARG,  13,  5,  {NULL},  S_SARG_RAISE2,  0,  0},   // S_SARG_RAISE1
           {SPR_SARG,  12,  5,  {NULL},  S_SARG_RAISE3,  0,  0},   // S_SARG_RAISE2
           {SPR_SARG,  11,  5,  {NULL},  S_SARG_RAISE4,  0,  0},   // S_SARG_RAISE3
           {SPR_SARG,  10,  5,  {NULL},  S_SARG_RAISE5,  0,  0},   // S_SARG_RAISE4
           {SPR_SARG,  9,  5,  {NULL},  S_SARG_RAISE6,  0,  0},   // S_SARG_RAISE5
           {SPR_SARG,  8,  5,  {NULL},  S_SARG_RUN1,  0,  0},   // S_SARG_RAISE6
           {SPR_HEAD,  0,  10,  {A_Look},  S_HEAD_STND,  0,  0},   // S_HEAD_STND
           {SPR_HEAD,  0,  3,  {A_Chase},  S_HEAD_RUN1,  0,  0},   // S_HEAD_RUN1
           {SPR_HEAD,  1,  5,  {A_FaceTarget},  S_HEAD_ATK2,  0,  0},   // S_HEAD_ATK1
           {SPR_HEAD,  2,  5,  {A_FaceTarget},  S_HEAD_ATK3,  0,  0},   // S_HEAD_ATK2
           {SPR_HEAD,  32771,  5,  {A_HeadAttack},  S_HEAD_RUN1,  0,  0},   // S_HEAD_ATK3
           {SPR_HEAD,  4,  3,  {NULL},  S_HEAD_PAIN2,  0,  0},   // S_HEAD_PAIN
           {SPR_HEAD,  4,  3,  {A_Pain},  S_HEAD_PAIN3,  0,  0},   // S_HEAD_PAIN2
           {SPR_HEAD,  5,  6,  {NULL},  S_HEAD_RUN1,  0,  0},   // S_HEAD_PAIN3
           {SPR_HEAD,  6,  8,  {NULL},  S_HEAD_DIE2,  0,  0},   // S_HEAD_DIE1
           {SPR_HEAD,  7,  8,  {A_Scream},  S_HEAD_DIE3,  0,  0},   // S_HEAD_DIE2
           {SPR_HEAD,  8,  8,  {NULL},  S_HEAD_DIE4,  0,  0},   // S_HEAD_DIE3
           {SPR_HEAD,  9,  8,  {NULL},  S_HEAD_DIE5,  0,  0},   // S_HEAD_DIE4
           {SPR_HEAD,  10,  8,  {A_Fall},  S_HEAD_DIE6,  0,  0},   // S_HEAD_DIE5
           {SPR_HEAD,  11,  -1,  {NULL},  S_NULL,  0,  0},   // S_HEAD_DIE6
           {SPR_HEAD,  11,  8,  {NULL},  S_HEAD_RAISE2,  0,  0},   // S_HEAD_RAISE1
           {SPR_HEAD,  10,  8,  {NULL},  S_HEAD_RAISE3,  0,  0},   // S_HEAD_RAISE2
           {SPR_HEAD,  9,  8,  {NULL},  S_HEAD_RAISE4,  0,  0},   // S_HEAD_RAISE3
           {SPR_HEAD,  8,  8,  {NULL},  S_HEAD_RAISE5,  0,  0},   // S_HEAD_RAISE4
           {SPR_HEAD,  7,  8,  {NULL},  S_HEAD_RAISE6,  0,  0},   // S_HEAD_RAISE5
           {SPR_HEAD,  6,  8,  {NULL},  S_HEAD_RUN1,  0,  0},   // S_HEAD_RAISE6
           {SPR_BAL7,  32768,  4,  {NULL},  S_BRBALL2,  0,  0},   // S_BRBALL1
           {SPR_BAL7,  32769,  4,  {NULL},  S_BRBALL1,  0,  0},   // S_BRBALL2
           {SPR_BAL7,  32770,  6,  {NULL},  S_BRBALLX2,  0,  0},   // S_BRBALLX1
           {SPR_BAL7,  32771,  6,  {NULL},  S_BRBALLX3,  0,  0},   // S_BRBALLX2
           {SPR_BAL7,  32772,  6,  {NULL},  S_NULL,  0,  0},   // S_BRBALLX3
           {SPR_BOSS,  0,  10,  {A_Look},  S_BOSS_STND2,  0,  0},   // S_BOSS_STND
           {SPR_BOSS,  1,  10,  {A_Look},  S_BOSS_STND,  0,  0},   // S_BOSS_STND2
           {SPR_BOSS,  0,  3,  {A_Chase},  S_BOSS_RUN2,  0,  0},   // S_BOSS_RUN1
           {SPR_BOSS,  0,  3,  {A_Chase},  S_BOSS_RUN3,  0,  0},   // S_BOSS_RUN2
           {SPR_BOSS,  1,  3,  {A_Chase},  S_BOSS_RUN4,  0,  0},   // S_BOSS_RUN3
           {SPR_BOSS,  1,  3,  {A_Chase},  S_BOSS_RUN5,  0,  0},   // S_BOSS_RUN4
           {SPR_BOSS,  2,  3,  {A_Chase},  S_BOSS_RUN6,  0,  0},   // S_BOSS_RUN5
           {SPR_BOSS,  2,  3,  {A_Chase},  S_BOSS_RUN7,  0,  0},   // S_BOSS_RUN6
           {SPR_BOSS,  3,  3,  {A_Chase},  S_BOSS_RUN8,  0,  0},   // S_BOSS_RUN7
           {SPR_BOSS,  3,  3,  {A_Chase},  S_BOSS_RUN1,  0,  0},   // S_BOSS_RUN8
           {SPR_BOSS,  4,  8,  {A_FaceTarget},  S_BOSS_ATK2,  0,  0},   // S_BOSS_ATK1
           {SPR_BOSS,  5,  8,  {A_FaceTarget},  S_BOSS_ATK3,  0,  0},   // S_BOSS_ATK2
           {SPR_BOSS,  6,  8,  {A_BruisAttack},  S_BOSS_RUN1,  0,  0},   // S_BOSS_ATK3
           {SPR_BOSS,  7,  2,  {NULL},  S_BOSS_PAIN2,  0,  0},   // S_BOSS_PAIN
           {SPR_BOSS,  7,  2,  {A_Pain},  S_BOSS_RUN1,  0,  0},   // S_BOSS_PAIN2
           {SPR_BOSS,  8,  8,  {NULL},  S_BOSS_DIE2,  0,  0},   // S_BOSS_DIE1
           {SPR_BOSS,  9,  8,  {A_Scream},  S_BOSS_DIE3,  0,  0},   // S_BOSS_DIE2
           {SPR_BOSS,  10,  8,  {NULL},  S_BOSS_DIE4,  0,  0},   // S_BOSS_DIE3
           {SPR_BOSS,  11,  8,  {A_Fall},  S_BOSS_DIE5,  0,  0},   // S_BOSS_DIE4
           {SPR_BOSS,  12,  8,  {NULL},  S_BOSS_DIE6,  0,  0},   // S_BOSS_DIE5
           {SPR_BOSS,  13,  8,  {NULL},  S_BOSS_DIE7,  0,  0},   // S_BOSS_DIE6
           {SPR_BOSS,  14,  -1,  {A_BossDeath},  S_NULL,  0,  0},   // S_BOSS_DIE7
           {SPR_BOSS,  14,  8,  {NULL},  S_BOSS_RAISE2,  0,  0},   // S_BOSS_RAISE1
           {SPR_BOSS,  13,  8,  {NULL},  S_BOSS_RAISE3,  0,  0},   // S_BOSS_RAISE2
           {SPR_BOSS,  12,  8,  {NULL},  S_BOSS_RAISE4,  0,  0},   // S_BOSS_RAISE3
           {SPR_BOSS,  11,  8,  {NULL},  S_BOSS_RAISE5,  0,  0},   // S_BOSS_RAISE4
           {SPR_BOSS,  10,  8,  {NULL},  S_BOSS_RAISE6,  0,  0},   // S_BOSS_RAISE5
           {SPR_BOSS,  9,  8,  {NULL},  S_BOSS_RAISE7,  0,  0},   // S_BOSS_RAISE6
           {SPR_BOSS,  8,  8,  {NULL},  S_BOSS_RUN1,  0,  0},   // S_BOSS_RAISE7
           {SPR_BOS2,  0,  10,  {A_Look},  S_BOS2_STND2,  0,  0},   // S_BOS2_STND
           {SPR_BOS2,  1,  10,  {A_Look},  S_BOS2_STND,  0,  0},   // S_BOS2_STND2
           {SPR_BOS2,  0,  3,  {A_Chase},  S_BOS2_RUN2,  0,  0},   // S_BOS2_RUN1
           {SPR_BOS2,  0,  3,  {A_Chase},  S_BOS2_RUN3,  0,  0},   // S_BOS2_RUN2
           {SPR_BOS2,  1,  3,  {A_Chase},  S_BOS2_RUN4,  0,  0},   // S_BOS2_RUN3
           {SPR_BOS2,  1,  3,  {A_Chase},  S_BOS2_RUN5,  0,  0},   // S_BOS2_RUN4
           {SPR_BOS2,  2,  3,  {A_Chase},  S_BOS2_RUN6,  0,  0},   // S_BOS2_RUN5
           {SPR_BOS2,  2,  3,  {A_Chase},  S_BOS2_RUN7,  0,  0},   // S_BOS2_RUN6
           {SPR_BOS2,  3,  3,  {A_Chase},  S_BOS2_RUN8,  0,  0},   // S_BOS2_RUN7
           {SPR_BOS2,  3,  3,  {A_Chase},  S_BOS2_RUN1,  0,  0},   // S_BOS2_RUN8
           {SPR_BOS2,  4,  8,  {A_FaceTarget},  S_BOS2_ATK2,  0,  0},   // S_BOS2_ATK1
           {SPR_BOS2,  5,  8,  {A_FaceTarget},  S_BOS2_ATK3,  0,  0},   // S_BOS2_ATK2
           {SPR_BOS2,  6,  8,  {A_BruisAttack},  S_BOS2_RUN1,  0,  0},   // S_BOS2_ATK3
           {SPR_BOS2,  7,  2,  {NULL},  S_BOS2_PAIN2,  0,  0},   // S_BOS2_PAIN
           {SPR_BOS2,  7,  2,  {A_Pain},  S_BOS2_RUN1,  0,  0},   // S_BOS2_PAIN2
           {SPR_BOS2,  8,  8,  {NULL},  S_BOS2_DIE2,  0,  0},   // S_BOS2_DIE1
           {SPR_BOS2,  9,  8,  {A_Scream},  S_BOS2_DIE3,  0,  0},   // S_BOS2_DIE2
           {SPR_BOS2,  10,  8,  {NULL},  S_BOS2_DIE4,  0,  0},   // S_BOS2_DIE3
           {SPR_BOS2,  11,  8,  {A_Fall},  S_BOS2_DIE5,  0,  0},   // S_BOS2_DIE4
           {SPR_BOS2,  12,  8,  {NULL},  S_BOS2_DIE6,  0,  0},   // S_BOS2_DIE5
           {SPR_BOS2,  13,  8,  {NULL},  S_BOS2_DIE7,  0,  0},   // S_BOS2_DIE6
           {SPR_BOS2,  14,  -1,  {NULL},  S_NULL,  0,  0},   // S_BOS2_DIE7
           {SPR_BOS2,  14,  8,  {NULL},  S_BOS2_RAISE2,  0,  0},   // S_BOS2_RAISE1
           {SPR_BOS2,  13,  8,  {NULL},  S_BOS2_RAISE3,  0,  0},   // S_BOS2_RAISE2
           {SPR_BOS2,  12,  8,  {NULL},  S_BOS2_RAISE4,  0,  0},   // S_BOS2_RAISE3
           {SPR_BOS2,  11,  8,  {NULL},  S_BOS2_RAISE5,  0,  0},   // S_BOS2_RAISE4
           {SPR_BOS2,  10,  8,  {NULL},  S_BOS2_RAISE6,  0,  0},   // S_BOS2_RAISE5
           {SPR_BOS2,  9,  8,  {NULL},  S_BOS2_RAISE7,  0,  0},   // S_BOS2_RAISE6
           {SPR_BOS2,  8,  8,  {NULL},  S_BOS2_RUN1,  0,  0},   // S_BOS2_RAISE7
           {SPR_SKUL,  32768,  10,  {A_Look},  S_SKULL_STND2,  0,  0},   // S_SKULL_STND
           {SPR_SKUL,  32769,  10,  {A_Look},  S_SKULL_STND,  0,  0},   // S_SKULL_STND2
           {SPR_SKUL,  32768,  6,  {A_Chase},  S_SKULL_RUN2,  0,  0},   // S_SKULL_RUN1
           {SPR_SKUL,  32769,  6,  {A_Chase},  S_SKULL_RUN1,  0,  0},   // S_SKULL_RUN2
           {SPR_SKUL,  32770,  10,  {A_FaceTarget},  S_SKULL_ATK2,  0,  0},   // S_SKULL_ATK1
           {SPR_SKUL,  32771,  4,  {A_SkullAttack},  S_SKULL_ATK3,  0,  0},   // S_SKULL_ATK2
           {SPR_SKUL,  32770,  4,  {NULL},  S_SKULL_ATK4,  0,  0},   // S_SKULL_ATK3
           {SPR_SKUL,  32771,  4,  {NULL},  S_SKULL_ATK3,  0,  0},   // S_SKULL_ATK4
           {SPR_SKUL,  32772,  3,  {NULL},  S_SKULL_PAIN2,  0,  0},   // S_SKULL_PAIN
           {SPR_SKUL,  32772,  3,  {A_Pain},  S_SKULL_RUN1,  0,  0},   // S_SKULL_PAIN2
           {SPR_SKUL,  32773,  6,  {NULL},  S_SKULL_DIE2,  0,  0},   // S_SKULL_DIE1
           {SPR_SKUL,  32774,  6,  {A_Scream},  S_SKULL_DIE3,  0,  0},   // S_SKULL_DIE2
           {SPR_SKUL,  32775,  6,  {NULL},  S_SKULL_DIE4,  0,  0},   // S_SKULL_DIE3
           {SPR_SKUL,  32776,  6,  {A_Fall},  S_SKULL_DIE5,  0,  0},   // S_SKULL_DIE4
           {SPR_SKUL,  9,  6,  {NULL},  S_SKULL_DIE6,  0,  0},   // S_SKULL_DIE5
           {SPR_SKUL,  10,  6,  {NULL},  S_NULL,  0,  0},   // S_SKULL_DIE6
           {SPR_SPID,  0,  10,  {A_Look},  S_SPID_STND2,  0,  0},   // S_SPID_STND
           {SPR_SPID,  1,  10,  {A_Look},  S_SPID_STND,  0,  0},   // S_SPID_STND2
           {SPR_SPID,  0,  3,  {A_Metal},  S_SPID_RUN2,  0,  0},   // S_SPID_RUN1
           {SPR_SPID,  0,  3,  {A_Chase},  S_SPID_RUN3,  0,  0},   // S_SPID_RUN2
           {SPR_SPID,  1,  3,  {A_Chase},  S_SPID_RUN4,  0,  0},   // S_SPID_RUN3
           {SPR_SPID,  1,  3,  {A_Chase},  S_SPID_RUN5,  0,  0},   // S_SPID_RUN4
           {SPR_SPID,  2,  3,  {A_Metal},  S_SPID_RUN6,  0,  0},   // S_SPID_RUN5
           {SPR_SPID,  2,  3,  {A_Chase},  S_SPID_RUN7,  0,  0},   // S_SPID_RUN6
           {SPR_SPID,  3,  3,  {A_Chase},  S_SPID_RUN8,  0,  0},   // S_SPID_RUN7
           {SPR_SPID,  3,  3,  {A_Chase},  S_SPID_RUN9,  0,  0},   // S_SPID_RUN8
           {SPR_SPID,  4,  3,  {A_Metal},  S_SPID_RUN10,  0,  0},   // S_SPID_RUN9
           {SPR_SPID,  4,  3,  {A_Chase},  S_SPID_RUN11,  0,  0},   // S_SPID_RUN10
           {SPR_SPID,  5,  3,  {A_Chase},  S_SPID_RUN12,  0,  0},   // S_SPID_RUN11
           {SPR_SPID,  5,  3,  {A_Chase},  S_SPID_RUN1,  0,  0},   // S_SPID_RUN12
           {SPR_SPID,  32768,  20,  {A_FaceTarget},  S_SPID_ATK2,  0,  0},   // S_SPID_ATK1
           {SPR_SPID,  32774,  4,  {A_SPosAttack},  S_SPID_ATK3,  0,  0},   // S_SPID_ATK2
           {SPR_SPID,  32775,  4,  {A_SPosAttack},  S_SPID_ATK4,  0,  0},   // S_SPID_ATK3
           {SPR_SPID,  32775,  1,  {A_SpidRefire},  S_SPID_ATK2,  0,  0},   // S_SPID_ATK4
           {SPR_SPID,  8,  3,  {NULL},  S_SPID_PAIN2,  0,  0},   // S_SPID_PAIN
           {SPR_SPID,  8,  3,  {A_Pain},  S_SPID_RUN1,  0,  0},   // S_SPID_PAIN2
           {SPR_SPID,  9,  20,  {A_Scream},  S_SPID_DIE2,  0,  0},   // S_SPID_DIE1
           {SPR_SPID,  10,  10,  {A_Fall},  S_SPID_DIE3,  0,  0},   // S_SPID_DIE2
           {SPR_SPID,  11,  10,  {NULL},  S_SPID_DIE4,  0,  0},   // S_SPID_DIE3
           {SPR_SPID,  12,  10,  {NULL},  S_SPID_DIE5,  0,  0},   // S_SPID_DIE4
           {SPR_SPID,  13,  10,  {NULL},  S_SPID_DIE6,  0,  0},   // S_SPID_DIE5
           {SPR_SPID,  14,  10,  {NULL},  S_SPID_DIE7,  0,  0},   // S_SPID_DIE6
           {SPR_SPID,  15,  10,  {NULL},  S_SPID_DIE8,  0,  0},   // S_SPID_DIE7
           {SPR_SPID,  16,  10,  {NULL},  S_SPID_DIE9,  0,  0},   // S_SPID_DIE8
           {SPR_SPID,  17,  10,  {NULL},  S_SPID_DIE10,  0,  0},   // S_SPID_DIE9
           {SPR_SPID,  18,  30,  {NULL},  S_SPID_DIE11,  0,  0},   // S_SPID_DIE10
           {SPR_SPID,  18,  -1,  {A_BossDeath},  S_NULL,  0,  0},   // S_SPID_DIE11
           {SPR_BSPI,  0,  10,  {A_Look},  S_BSPI_STND2,  0,  0},   // S_BSPI_STND
           {SPR_BSPI,  1,  10,  {A_Look},  S_BSPI_STND,  0,  0},   // S_BSPI_STND2
           {SPR_BSPI,  0,  20,  {NULL},  S_BSPI_RUN1,  0,  0},   // S_BSPI_SIGHT
           {SPR_BSPI,  0,  3,  {A_BabyMetal},  S_BSPI_RUN2,  0,  0},   // S_BSPI_RUN1
           {SPR_BSPI,  0,  3,  {A_Chase},  S_BSPI_RUN3,  0,  0},   // S_BSPI_RUN2
           {SPR_BSPI,  1,  3,  {A_Chase},  S_BSPI_RUN4,  0,  0},   // S_BSPI_RUN3
           {SPR_BSPI,  1,  3,  {A_Chase},  S_BSPI_RUN5,  0,  0},   // S_BSPI_RUN4
           {SPR_BSPI,  2,  3,  {A_Chase},  S_BSPI_RUN6,  0,  0},   // S_BSPI_RUN5
           {SPR_BSPI,  2,  3,  {A_Chase},  S_BSPI_RUN7,  0,  0},   // S_BSPI_RUN6
           {SPR_BSPI,  3,  3,  {A_BabyMetal},  S_BSPI_RUN8,  0,  0},   // S_BSPI_RUN7
           {SPR_BSPI,  3,  3,  {A_Chase},  S_BSPI_RUN9,  0,  0},   // S_BSPI_RUN8
           {SPR_BSPI,  4,  3,  {A_Chase},  S_BSPI_RUN10,  0,  0},   // S_BSPI_RUN9
           {SPR_BSPI,  4,  3,  {A_Chase},  S_BSPI_RUN11,  0,  0},   // S_BSPI_RUN10
           {SPR_BSPI,  5,  3,  {A_Chase},  S_BSPI_RUN12,  0,  0},   // S_BSPI_RUN11
           {SPR_BSPI,  5,  3,  {A_Chase},  S_BSPI_RUN1,  0,  0},   // S_BSPI_RUN12
           {SPR_BSPI,  32768,  20,  {A_FaceTarget},  S_BSPI_ATK2,  0,  0},   // S_BSPI_ATK1
           {SPR_BSPI,  32774,  4,  {A_BspiAttack},  S_BSPI_ATK3,  0,  0},   // S_BSPI_ATK2
           {SPR_BSPI,  32775,  4,  {NULL},  S_BSPI_ATK4,  0,  0},   // S_BSPI_ATK3
           {SPR_BSPI,  32775,  1,  {A_SpidRefire},  S_BSPI_ATK2,  0,  0},   // S_BSPI_ATK4
           {SPR_BSPI,  8,  3,  {NULL},  S_BSPI_PAIN2,  0,  0},   // S_BSPI_PAIN
           {SPR_BSPI,  8,  3,  {A_Pain},  S_BSPI_RUN1,  0,  0},   // S_BSPI_PAIN2
           {SPR_BSPI,  9,  20,  {A_Scream},  S_BSPI_DIE2,  0,  0},   // S_BSPI_DIE1
           {SPR_BSPI,  10,  7,  {A_Fall},  S_BSPI_DIE3,  0,  0},   // S_BSPI_DIE2
           {SPR_BSPI,  11,  7,  {NULL},  S_BSPI_DIE4,  0,  0},   // S_BSPI_DIE3
           {SPR_BSPI,  12,  7,  {NULL},  S_BSPI_DIE5,  0,  0},   // S_BSPI_DIE4
           {SPR_BSPI,  13,  7,  {NULL},  S_BSPI_DIE6,  0,  0},   // S_BSPI_DIE5
           {SPR_BSPI,  14,  7,  {NULL},  S_BSPI_DIE7,  0,  0},   // S_BSPI_DIE6
           {SPR_BSPI,  15,  -1,  {A_BossDeath},  S_NULL,  0,  0},   // S_BSPI_DIE7
           {SPR_BSPI,  15,  5,  {NULL},  S_BSPI_RAISE2,  0,  0},   // S_BSPI_RAISE1
           {SPR_BSPI,  14,  5,  {NULL},  S_BSPI_RAISE3,  0,  0},   // S_BSPI_RAISE2
           {SPR_BSPI,  13,  5,  {NULL},  S_BSPI_RAISE4,  0,  0},   // S_BSPI_RAISE3
           {SPR_BSPI,  12,  5,  {NULL},  S_BSPI_RAISE5,  0,  0},   // S_BSPI_RAISE4
           {SPR_BSPI,  11,  5,  {NULL},  S_BSPI_RAISE6,  0,  0},   // S_BSPI_RAISE5
           {SPR_BSPI,  10,  5,  {NULL},  S_BSPI_RAISE7,  0,  0},   // S_BSPI_RAISE6
           {SPR_BSPI,  9,  5,  {NULL},  S_BSPI_RUN1,  0,  0},   // S_BSPI_RAISE7
           {SPR_APLS,  32768,  5,  {NULL},  S_ARACH_PLAZ2,  0,  0},   // S_ARACH_PLAZ
           {SPR_APLS,  32769,  5,  {NULL},  S_ARACH_PLAZ,  0,  0},   // S_ARACH_PLAZ2
           {SPR_APBX,  32768,  5,  {NULL},  S_ARACH_PLEX2,  0,  0},   // S_ARACH_PLEX
           {SPR_APBX,  32769,  5,  {NULL},  S_ARACH_PLEX3,  0,  0},   // S_ARACH_PLEX2
           {SPR_APBX,  32770,  5,  {NULL},  S_ARACH_PLEX4,  0,  0},   // S_ARACH_PLEX3
           {SPR_APBX,  32771,  5,  {NULL},  S_ARACH_PLEX5,  0,  0},   // S_ARACH_PLEX4
           {SPR_APBX,  32772,  5,  {NULL},  S_NULL,  0,  0},   // S_ARACH_PLEX5
           {SPR_CYBR,  0,  10,  {A_Look},  S_CYBER_STND2,  0,  0},   // S_CYBER_STND
           {SPR_CYBR,  1,  10,  {A_Look},  S_CYBER_STND,  0,  0},   // S_CYBER_STND2
           {SPR_CYBR,  0,  3,  {A_Hoof},  S_CYBER_RUN2,  0,  0},   // S_CYBER_RUN1
           {SPR_CYBR,  0,  3,  {A_Chase},  S_CYBER_RUN3,  0,  0},   // S_CYBER_RUN2
           {SPR_CYBR,  1,  3,  {A_Chase},  S_CYBER_RUN4,  0,  0},   // S_CYBER_RUN3
           {SPR_CYBR,  1,  3,  {A_Chase},  S_CYBER_RUN5,  0,  0},   // S_CYBER_RUN4
           {SPR_CYBR,  2,  3,  {A_Chase},  S_CYBER_RUN6,  0,  0},   // S_CYBER_RUN5
           {SPR_CYBR,  2,  3,  {A_Chase},  S_CYBER_RUN7,  0,  0},   // S_CYBER_RUN6
           {SPR_CYBR,  3,  3,  {A_Metal},  S_CYBER_RUN8,  0,  0},   // S_CYBER_RUN7
           {SPR_CYBR,  3,  3,  {A_Chase},  S_CYBER_RUN1,  0,  0},   // S_CYBER_RUN8
           {SPR_CYBR,  4,  6,  {A_FaceTarget},  S_CYBER_ATK2,  0,  0},   // S_CYBER_ATK1
           {SPR_CYBR,  5,  12,  {A_CyberAttack},  S_CYBER_ATK3,  0,  0},   // S_CYBER_ATK2
           {SPR_CYBR,  4,  12,  {A_FaceTarget},  S_CYBER_ATK4,  0,  0},   // S_CYBER_ATK3
           {SPR_CYBR,  5,  12,  {A_CyberAttack},  S_CYBER_ATK5,  0,  0},   // S_CYBER_ATK4
           {SPR_CYBR,  4,  12,  {A_FaceTarget},  S_CYBER_ATK6,  0,  0},   // S_CYBER_ATK5
           {SPR_CYBR,  5,  12,  {A_CyberAttack},  S_CYBER_RUN1,  0,  0},   // S_CYBER_ATK6
           {SPR_CYBR,  6,  10,  {A_Pain},  S_CYBER_RUN1,  0,  0},   // S_CYBER_PAIN
           {SPR_CYBR,  7,  10,  {NULL},  S_CYBER_DIE2,  0,  0},   // S_CYBER_DIE1
           {SPR_CYBR,  8,  10,  {A_Scream},  S_CYBER_DIE3,  0,  0},   // S_CYBER_DIE2
           {SPR_CYBR,  9,  10,  {NULL},  S_CYBER_DIE4,  0,  0},   // S_CYBER_DIE3
           {SPR_CYBR,  10,  10,  {NULL},  S_CYBER_DIE5,  0,  0},   // S_CYBER_DIE4
           {SPR_CYBR,  11,  10,  {NULL},  S_CYBER_DIE6,  0,  0},   // S_CYBER_DIE5
           {SPR_CYBR,  12,  10,  {A_Fall},  S_CYBER_DIE7,  0,  0},   // S_CYBER_DIE6
           {SPR_CYBR,  13,  10,  {NULL},  S_CYBER_DIE8,  0,  0},   // S_CYBER_DIE7
           {SPR_CYBR,  14,  10,  {NULL},  S_CYBER_DIE9,  0,  0},   // S_CYBER_DIE8
           {SPR_CYBR,  15,  30,  {NULL},  S_CYBER_DIE10,  0,  0},   // S_CYBER_DIE9
           {SPR_CYBR,  15,  -1,  {A_BossDeath},  S_NULL,  0,  0},   // S_CYBER_DIE10
           {SPR_PAIN,  0,  10,  {A_Look},  S_PAIN_STND,  0,  0},   // S_PAIN_STND
           {SPR_PAIN,  0,  3,  {A_Chase},  S_PAIN_RUN2,  0,  0},   // S_PAIN_RUN1
           {SPR_PAIN,  0,  3,  {A_Chase},  S_PAIN_RUN3,  0,  0},   // S_PAIN_RUN2
           {SPR_PAIN,  1,  3,  {A_Chase},  S_PAIN_RUN4,  0,  0},   // S_PAIN_RUN3
           {SPR_PAIN,  1,  3,  {A_Chase},  S_PAIN_RUN5,  0,  0},   // S_PAIN_RUN4
           {SPR_PAIN,  2,  3,  {A_Chase},  S_PAIN_RUN6,  0,  0},   // S_PAIN_RUN5
           {SPR_PAIN,  2,  3,  {A_Chase},  S_PAIN_RUN1,  0,  0},   // S_PAIN_RUN6
           {SPR_PAIN,  3,  5,  {A_FaceTarget},  S_PAIN_ATK2,  0,  0},   // S_PAIN_ATK1
           {SPR_PAIN,  4,  5,  {A_FaceTarget},  S_PAIN_ATK3,  0,  0},   // S_PAIN_ATK2
           {SPR_PAIN,  32773,  5,  {A_FaceTarget},  S_PAIN_ATK4,  0,  0},   // S_PAIN_ATK3
           {SPR_PAIN,  32773,  0,  {A_PainAttack},  S_PAIN_RUN1,  0,  0},   // S_PAIN_ATK4
           {SPR_PAIN,  6,  6,  {NULL},  S_PAIN_PAIN2,  0,  0},   // S_PAIN_PAIN
           {SPR_PAIN,  6,  6,  {A_Pain},  S_PAIN_RUN1,  0,  0},   // S_PAIN_PAIN2
           {SPR_PAIN,  32775,  8,  {NULL},  S_PAIN_DIE2,  0,  0},   // S_PAIN_DIE1
           {SPR_PAIN,  32776,  8,  {A_Scream},  S_PAIN_DIE3,  0,  0},   // S_PAIN_DIE2
           {SPR_PAIN,  32777,  8,  {NULL},  S_PAIN_DIE4,  0,  0},   // S_PAIN_DIE3
           {SPR_PAIN,  32778,  8,  {NULL},  S_PAIN_DIE5,  0,  0},   // S_PAIN_DIE4
           {SPR_PAIN,  32779,  8,  {A_PainDie},  S_PAIN_DIE6,  0,  0},   // S_PAIN_DIE5
           {SPR_PAIN,  32780,  8,  {NULL},  S_NULL,  0,  0},   // S_PAIN_DIE6
           {SPR_PAIN,  12,  8,  {NULL},  S_PAIN_RAISE2,  0,  0},   // S_PAIN_RAISE1
           {SPR_PAIN,  11,  8,  {NULL},  S_PAIN_RAISE3,  0,  0},   // S_PAIN_RAISE2
           {SPR_PAIN,  10,  8,  {NULL},  S_PAIN_RAISE4,  0,  0},   // S_PAIN_RAISE3
           {SPR_PAIN,  9,  8,  {NULL},  S_PAIN_RAISE5,  0,  0},   // S_PAIN_RAISE4
           {SPR_PAIN,  8,  8,  {NULL},  S_PAIN_RAISE6,  0,  0},   // S_PAIN_RAISE5
           {SPR_PAIN,  7,  8,  {NULL},  S_PAIN_RUN1,  0,  0},   // S_PAIN_RAISE6
           {SPR_SSWV,  0,  10,  {A_Look},  S_SSWV_STND2,  0,  0},   // S_SSWV_STND
           {SPR_SSWV,  1,  10,  {A_Look},  S_SSWV_STND,  0,  0},   // S_SSWV_STND2
           {SPR_SSWV,  0,  3,  {A_Chase},  S_SSWV_RUN2,  0,  0},   // S_SSWV_RUN1
           {SPR_SSWV,  0,  3,  {A_Chase},  S_SSWV_RUN3,  0,  0},   // S_SSWV_RUN2
           {SPR_SSWV,  1,  3,  {A_Chase},  S_SSWV_RUN4,  0,  0},   // S_SSWV_RUN3
           {SPR_SSWV,  1,  3,  {A_Chase},  S_SSWV_RUN5,  0,  0},   // S_SSWV_RUN4
           {SPR_SSWV,  2,  3,  {A_Chase},  S_SSWV_RUN6,  0,  0},   // S_SSWV_RUN5
           {SPR_SSWV,  2,  3,  {A_Chase},  S_SSWV_RUN7,  0,  0},   // S_SSWV_RUN6
           {SPR_SSWV,  3,  3,  {A_Chase},  S_SSWV_RUN8,  0,  0},   // S_SSWV_RUN7
           {SPR_SSWV,  3,  3,  {A_Chase},  S_SSWV_RUN1,  0,  0},   // S_SSWV_RUN8
           {SPR_SSWV,  4,  10,  {A_FaceTarget},  S_SSWV_ATK2,  0,  0},   // S_SSWV_ATK1
           {SPR_SSWV,  5,  10,  {A_FaceTarget},  S_SSWV_ATK3,  0,  0},   // S_SSWV_ATK2
           {SPR_SSWV,  32774,  4,  {A_CPosAttack},  S_SSWV_ATK4,  0,  0},   // S_SSWV_ATK3
           {SPR_SSWV,  5,  6,  {A_FaceTarget},  S_SSWV_ATK5,  0,  0},   // S_SSWV_ATK4
           {SPR_SSWV,  32774,  4,  {A_CPosAttack},  S_SSWV_ATK6,  0,  0},   // S_SSWV_ATK5
           {SPR_SSWV,  5,  1,  {A_CPosRefire},  S_SSWV_ATK2,  0,  0},   // S_SSWV_ATK6
           {SPR_SSWV,  7,  3,  {NULL},  S_SSWV_PAIN2,  0,  0},   // S_SSWV_PAIN
           {SPR_SSWV,  7,  3,  {A_Pain},  S_SSWV_RUN1,  0,  0},   // S_SSWV_PAIN2
           {SPR_SSWV,  8,  5,  {NULL},  S_SSWV_DIE2,  0,  0},   // S_SSWV_DIE1
           {SPR_SSWV,  9,  5,  {A_Scream},  S_SSWV_DIE3,  0,  0},   // S_SSWV_DIE2
           {SPR_SSWV,  10,  5,  {A_Fall},  S_SSWV_DIE4,  0,  0},   // S_SSWV_DIE3
           {SPR_SSWV,  11,  5,  {NULL},  S_SSWV_DIE5,  0,  0},   // S_SSWV_DIE4
           {SPR_SSWV,  12,  -1,  {NULL},  S_NULL,  0,  0},   // S_SSWV_DIE5
           {SPR_SSWV,  13,  5,  {NULL},  S_SSWV_XDIE2,  0,  0},   // S_SSWV_XDIE1
           {SPR_SSWV,  14,  5,  {A_XScream},  S_SSWV_XDIE3,  0,  0},   // S_SSWV_XDIE2
           {SPR_SSWV,  15,  5,  {A_Fall},  S_SSWV_XDIE4,  0,  0},   // S_SSWV_XDIE3
           {SPR_SSWV,  16,  5,  {NULL},  S_SSWV_XDIE5,  0,  0},   // S_SSWV_XDIE4
           {SPR_SSWV,  17,  5,  {NULL},  S_SSWV_XDIE6,  0,  0},   // S_SSWV_XDIE5
           {SPR_SSWV,  18,  5,  {NULL},  S_SSWV_XDIE7,  0,  0},   // S_SSWV_XDIE6
           {SPR_SSWV,  19,  5,  {NULL},  S_SSWV_XDIE8,  0,  0},   // S_SSWV_XDIE7
           {SPR_SSWV,  20,  5,  {NULL},  S_SSWV_XDIE9,  0,  0},   // S_SSWV_XDIE8
           {SPR_SSWV,  21,  -1,  {NULL},  S_NULL,  0,  0},   // S_SSWV_XDIE9
           {SPR_SSWV,  12,  5,  {NULL},  S_SSWV_RAISE2,  0,  0},   // S_SSWV_RAISE1
           {SPR_SSWV,  11,  5,  {NULL},  S_SSWV_RAISE3,  0,  0},   // S_SSWV_RAISE2
           {SPR_SSWV,  10,  5,  {NULL},  S_SSWV_RAISE4,  0,  0},   // S_SSWV_RAISE3
           {SPR_SSWV,  9,  5,  {NULL},  S_SSWV_RAISE5,  0,  0},   // S_SSWV_RAISE4
           {SPR_SSWV,  8,  5,  {NULL},  S_SSWV_RUN1,  0,  0},   // S_SSWV_RAISE5
           {SPR_KEEN,  0,  -1,  {NULL},  S_KEENSTND,  0,  0},   // S_KEENSTND
           {SPR_KEEN,  0,  6,  {NULL},  S_COMMKEEN2,  0,  0},   // S_COMMKEEN
           {SPR_KEEN,  1,  6,  {NULL},  S_COMMKEEN3,  0,  0},   // S_COMMKEEN2
           {SPR_KEEN,  2,  6,  {A_Scream},  S_COMMKEEN4,  0,  0},   // S_COMMKEEN3
           {SPR_KEEN,  3,  6,  {NULL},  S_COMMKEEN5,  0,  0},   // S_COMMKEEN4
           {SPR_KEEN,  4,  6,  {NULL},  S_COMMKEEN6,  0,  0},   // S_COMMKEEN5
           {SPR_KEEN,  5,  6,  {NULL},  S_COMMKEEN7,  0,  0},   // S_COMMKEEN6
           {SPR_KEEN,  6,  6,  {NULL},  S_COMMKEEN8,  0,  0},   // S_COMMKEEN7
           {SPR_KEEN,  7,  6,  {NULL},  S_COMMKEEN9,  0,  0},   // S_COMMKEEN8
           {SPR_KEEN,  8,  6,  {NULL},  S_COMMKEEN10,  0,  0},   // S_COMMKEEN9
           {SPR_KEEN,  9,  6,  {NULL},  S_COMMKEEN11,  0,  0},   // S_COMMKEEN10
           {SPR_KEEN,  10,  6,  {A_KeenDie},  S_COMMKEEN12,  0,  0},  // S_COMMKEEN11
           {SPR_KEEN,  11,  -1,  {NULL},  S_NULL,  0,  0},   // S_COMMKEEN12
           {SPR_KEEN,  12,  4,  {NULL},  S_KEENPAIN2,  0,  0},   // S_KEENPAIN
           {SPR_KEEN,  12,  8,  {A_Pain},  S_KEENSTND,  0,  0},   // S_KEENPAIN2
           {SPR_BBRN,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_BRAIN
           {SPR_BBRN,  1,  36,  {A_BrainPain},  S_BRAIN,  0,  0},   // S_BRAIN_PAIN
           {SPR_BBRN,  0,  100,  {A_BrainScream},  S_BRAIN_DIE2,  0,  0},   // S_BRAIN_DIE1
           {SPR_BBRN,  0,  10,  {NULL},  S_BRAIN_DIE3,  0,  0},   // S_BRAIN_DIE2
           {SPR_BBRN,  0,  10,  {NULL},  S_BRAIN_DIE4,  0,  0},   // S_BRAIN_DIE3
           {SPR_BBRN,  0,  -1,  {A_BrainDie},  S_NULL,  0,  0},   // S_BRAIN_DIE4
           {SPR_SSWV,  0,  10,  {A_Look},  S_BRAINEYE,  0,  0},   // S_BRAINEYE
           {SPR_SSWV,  0,  181,  {A_BrainAwake},  S_BRAINEYE1,  0,  0},   // S_BRAINEYESEE
           {SPR_SSWV,  0,  150,  {A_BrainSpit},  S_BRAINEYE1,  0,  0},   // S_BRAINEYE1
           {SPR_BOSF,  32768,  3,  {A_SpawnSound},  S_SPAWN2,  0,  0},   // S_SPAWN1
           {SPR_BOSF,  32769,  3,  {A_SpawnFly},  S_SPAWN3,  0,  0},   // S_SPAWN2
           {SPR_BOSF,  32770,  3,  {A_SpawnFly},  S_SPAWN4,  0,  0},   // S_SPAWN3
           {SPR_BOSF,  32771,  3,  {A_SpawnFly},  S_SPAWN1,  0,  0},   // S_SPAWN4
           {SPR_FIRE,  32768,  4,  {A_Fire},  S_SPAWNFIRE2,  0,  0},   // S_SPAWNFIRE1
           {SPR_FIRE,  32769,  4,  {A_Fire},  S_SPAWNFIRE3,  0,  0},   // S_SPAWNFIRE2
           {SPR_FIRE,  32770,  4,  {A_Fire},  S_SPAWNFIRE4,  0,  0},   // S_SPAWNFIRE3
           {SPR_FIRE,  32771,  4,  {A_Fire},  S_SPAWNFIRE5,  0,  0},   // S_SPAWNFIRE4
           {SPR_FIRE,  32772,  4,  {A_Fire},  S_SPAWNFIRE6,  0,  0},   // S_SPAWNFIRE5
           {SPR_FIRE,  32773,  4,  {A_Fire},  S_SPAWNFIRE7,  0,  0},   // S_SPAWNFIRE6
           {SPR_FIRE,  32774,  4,  {A_Fire},  S_SPAWNFIRE8,  0,  0},   // S_SPAWNFIRE7
           {SPR_FIRE,  32775,  4,  {A_Fire},  S_NULL,  0,  0},   // S_SPAWNFIRE8
           {SPR_MISL,  32769,  10,  {NULL},  S_BRAINEXPLODE2,  0,  0},   // S_BRAINEXPLODE1
           {SPR_MISL,  32770,  10,  {NULL},  S_BRAINEXPLODE3,  0,  0},   // S_BRAINEXPLODE2
           {SPR_MISL,  32771,  10,  {A_BrainExplode},  S_NULL,  0,  0},   // S_BRAINEXPLODE3
           {SPR_ARM1,  0,  6,  {NULL},  S_ARM1A,  0,  0},   // S_ARM1
           {SPR_ARM1,  32769,  7,  {NULL},  S_ARM1,  0,  0},   // S_ARM1A
           {SPR_ARM2,  0,  6,  {NULL},  S_ARM2A,  0,  0},   // S_ARM2
           {SPR_ARM2,  32769,  6,  {NULL},  S_ARM2,  0,  0},   // S_ARM2A
           {SPR_BAR1,  0,  6,  {NULL},  S_BAR2,  0,  0},   // S_BAR1
           {SPR_BAR1,  1,  6,  {NULL},  S_BAR1,  0,  0},   // S_BAR2
           {SPR_BEXP,  32768,  5,  {NULL},  S_BEXP2,  0,  0},   // S_BEXP
           {SPR_BEXP,  32769,  5,  {A_Scream},  S_BEXP3,  0,  0},   // S_BEXP2
           {SPR_BEXP,  32770,  5,  {NULL},  S_BEXP4,  0,  0},   // S_BEXP3
           {SPR_BEXP,  32771,  10,  {A_Explode},  S_BEXP5,  0,  0},   // S_BEXP4
           {SPR_BEXP,  32772,  10,  {NULL},  S_NULL,  0,  0},   // S_BEXP5
           {SPR_FCAN,  32768,  4,  {NULL},  S_BBAR2,  0,  0},   // S_BBAR1
           {SPR_FCAN,  32769,  4,  {NULL},  S_BBAR3,  0,  0},   // S_BBAR2
           {SPR_FCAN,  32770,  4,  {NULL},  S_BBAR1,  0,  0},   // S_BBAR3
           {SPR_BON1,  0,  6,  {NULL},  S_BON1A,  0,  0},   // S_BON1
           {SPR_BON1,  1,  6,  {NULL},  S_BON1B,  0,  0},   // S_BON1A
           {SPR_BON1,  2,  6,  {NULL},  S_BON1C,  0,  0},   // S_BON1B
           {SPR_BON1,  3,  6,  {NULL},  S_BON1D,  0,  0},   // S_BON1C
           {SPR_BON1,  2,  6,  {NULL},  S_BON1E,  0,  0},   // S_BON1D
           {SPR_BON1,  1,  6,  {NULL},  S_BON1,  0,  0},   // S_BON1E
           {SPR_BON2,  0,  6,  {NULL},  S_BON2A,  0,  0},   // S_BON2
           {SPR_BON2,  1,  6,  {NULL},  S_BON2B,  0,  0},   // S_BON2A
           {SPR_BON2,  2,  6,  {NULL},  S_BON2C,  0,  0},   // S_BON2B
           {SPR_BON2,  3,  6,  {NULL},  S_BON2D,  0,  0},   // S_BON2C
           {SPR_BON2,  2,  6,  {NULL},  S_BON2E,  0,  0},   // S_BON2D
           {SPR_BON2,  1,  6,  {NULL},  S_BON2,  0,  0},   // S_BON2E
           {SPR_BKEY,  0,  10,  {NULL},  S_BKEY2,  0,  0},   // S_BKEY
           {SPR_BKEY,  32769,  10,  {NULL},  S_BKEY,  0,  0},   // S_BKEY2
           {SPR_RKEY,  0,  10,  {NULL},  S_RKEY2,  0,  0},   // S_RKEY
           {SPR_RKEY,  32769,  10,  {NULL},  S_RKEY,  0,  0},   // S_RKEY2
           {SPR_YKEY,  0,  10,  {NULL},  S_YKEY2,  0,  0},   // S_YKEY
           {SPR_YKEY,  32769,  10,  {NULL},  S_YKEY,  0,  0},   // S_YKEY2
           {SPR_BSKU,  0,  10,  {NULL},  S_BSKULL2,  0,  0},   // S_BSKULL
           {SPR_BSKU,  32769,  10,  {NULL},  S_BSKULL,  0,  0},   // S_BSKULL2
           {SPR_RSKU,  0,  10,  {NULL},  S_RSKULL2,  0,  0},   // S_RSKULL
           {SPR_RSKU,  32769,  10,  {NULL},  S_RSKULL,  0,  0},   // S_RSKULL2
           {SPR_YSKU,  0,  10,  {NULL},  S_YSKULL2,  0,  0},   // S_YSKULL
           {SPR_YSKU,  32769,  10,  {NULL},  S_YSKULL,  0,  0},   // S_YSKULL2
           {SPR_STIM,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_STIM
           {SPR_MEDI,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_MEDI
           {SPR_SOUL,  32768,  6,  {NULL},  S_SOUL2,  0,  0},   // S_SOUL
           {SPR_SOUL,  32769,  6,  {NULL},  S_SOUL3,  0,  0},   // S_SOUL2
           {SPR_SOUL,  32770,  6,  {NULL},  S_SOUL4,  0,  0},   // S_SOUL3
           {SPR_SOUL,  32771,  6,  {NULL},  S_SOUL5,  0,  0},   // S_SOUL4
           {SPR_SOUL,  32770,  6,  {NULL},  S_SOUL6,  0,  0},   // S_SOUL5
           {SPR_SOUL,  32769,  6,  {NULL},  S_SOUL,  0,  0},   // S_SOUL6
           {SPR_PINV,  32768,  6,  {NULL},  S_PINV2,  0,  0},   // S_PINV
           {SPR_PINV,  32769,  6,  {NULL},  S_PINV3,  0,  0},   // S_PINV2
           {SPR_PINV,  32770,  6,  {NULL},  S_PINV4,  0,  0},   // S_PINV3
           {SPR_PINV,  32771,  6,  {NULL},  S_PINV,  0,  0},   // S_PINV4
           {SPR_PSTR,  32768,  -1,  {NULL},  S_NULL,  0,  0},   // S_PSTR
           {SPR_PINS,  32768,  6,  {NULL},  S_PINS2,  0,  0},   // S_PINS
           {SPR_PINS,  32769,  6,  {NULL},  S_PINS3,  0,  0},   // S_PINS2
           {SPR_PINS,  32770,  6,  {NULL},  S_PINS4,  0,  0},   // S_PINS3
           {SPR_PINS,  32771,  6,  {NULL},  S_PINS,  0,  0},   // S_PINS4
           {SPR_MEGA,  32768,  6,  {NULL},  S_MEGA2,  0,  0},   // S_MEGA
           {SPR_MEGA,  32769,  6,  {NULL},  S_MEGA3,  0,  0},   // S_MEGA2
           {SPR_MEGA,  32770,  6,  {NULL},  S_MEGA4,  0,  0},   // S_MEGA3
           {SPR_MEGA,  32771,  6,  {NULL},  S_MEGA,  0,  0},   // S_MEGA4
           {SPR_SUIT,  32768,  -1,  {NULL},  S_NULL,  0,  0},   // S_SUIT
           {SPR_PMAP,  32768,  6,  {NULL},  S_PMAP2,  0,  0},   // S_PMAP
           {SPR_PMAP,  32769,  6,  {NULL},  S_PMAP3,  0,  0},   // S_PMAP2
           {SPR_PMAP,  32770,  6,  {NULL},  S_PMAP4,  0,  0},   // S_PMAP3
           {SPR_PMAP,  32771,  6,  {NULL},  S_PMAP5,  0,  0},   // S_PMAP4
           {SPR_PMAP,  32770,  6,  {NULL},  S_PMAP6,  0,  0},   // S_PMAP5
           {SPR_PMAP,  32769,  6,  {NULL},  S_PMAP,  0,  0},   // S_PMAP6
           {SPR_PVIS,  32768,  6,  {NULL},  S_PVIS2,  0,  0},   // S_PVIS
           {SPR_PVIS,  1,  6,  {NULL},  S_PVIS,  0,  0},   // S_PVIS2
           {SPR_CLIP,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_CLIP
           {SPR_AMMO,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_AMMO
           {SPR_ROCK,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_ROCK
           {SPR_BROK,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_BROK
           {SPR_CELL,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_CELL
           {SPR_CELP,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_CELP
           {SPR_SHEL,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_SHEL
           {SPR_SBOX,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_SBOX
           {SPR_BPAK,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_BPAK
           {SPR_BFUG,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_BFUG
           {SPR_MGUN,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_MGUN
           {SPR_CSAW,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_CSAW
           {SPR_LAUN,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_LAUN
           {SPR_PLAS,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_PLAS
           {SPR_SHOT,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_SHOT
           {SPR_SGN2,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_SHOT2
           {SPR_COLU,  32768,  -1,  {NULL},  S_NULL,  0,  0},   // S_COLU
           {SPR_SMT2,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_STALAG
           {SPR_GOR1,  0,  10,  {NULL},  S_BLOODYTWITCH2,  0,  0},   // S_BLOODYTWITCH
           {SPR_GOR1,  1,  15,  {NULL},  S_BLOODYTWITCH3,  0,  0},   // S_BLOODYTWITCH2
           {SPR_GOR1,  2,  8,  {NULL},  S_BLOODYTWITCH4,  0,  0},   // S_BLOODYTWITCH3
           {SPR_GOR1,  1,  6,  {NULL},  S_BLOODYTWITCH,  0,  0},   // S_BLOODYTWITCH4
           {SPR_PLAY,  13,  -1,  {NULL},  S_NULL,  0,  0},   // S_DEADTORSO
           {SPR_PLAY,  18,  -1,  {NULL},  S_NULL,  0,  0},   // S_DEADBOTTOM
           {SPR_POL2,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_HEADSONSTICK
           {SPR_POL5,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_GIBS
           {SPR_POL4,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_HEADONASTICK
           {SPR_POL3,  32768,  6,  {NULL},  S_HEADCANDLES2,  0,  0},   // S_HEADCANDLES
           {SPR_POL3,  32769,  6,  {NULL},  S_HEADCANDLES,  0,  0},   // S_HEADCANDLES2
           {SPR_POL1,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_DEADSTICK
           {SPR_POL6,  0,  6,  {NULL},  S_LIVESTICK2,  0,  0},   // S_LIVESTICK
           {SPR_POL6,  1,  8,  {NULL},  S_LIVESTICK,  0,  0},   // S_LIVESTICK2
           {SPR_GOR2,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_MEAT2
           {SPR_GOR3,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_MEAT3
           {SPR_GOR4,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_MEAT4
           {SPR_GOR5,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_MEAT5
           {SPR_SMIT,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_STALAGTITE
           {SPR_COL1,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_TALLGRNCOL
           {SPR_COL2,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_SHRTGRNCOL
           {SPR_COL3,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_TALLREDCOL
           {SPR_COL4,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_SHRTREDCOL
           {SPR_CAND,  32768,  -1,  {NULL},  S_NULL,  0,  0},   // S_CANDLESTIK
           {SPR_CBRA,  32768,  -1,  {NULL},  S_NULL,  0,  0},   // S_CANDELABRA
           {SPR_COL6,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_SKULLCOL
           {SPR_TRE1,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_TORCHTREE
           {SPR_TRE2,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_BIGTREE
           {SPR_ELEC,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_TECHPILLAR
           {SPR_CEYE,  32768,  6,  {NULL},  S_EVILEYE2,  0,  0},   // S_EVILEYE
           {SPR_CEYE,  32769,  6,  {NULL},  S_EVILEYE3,  0,  0},   // S_EVILEYE2
           {SPR_CEYE,  32770,  6,  {NULL},  S_EVILEYE4,  0,  0},   // S_EVILEYE3
           {SPR_CEYE,  32769,  6,  {NULL},  S_EVILEYE,  0,  0},   // S_EVILEYE4
           {SPR_FSKU,  32768,  6,  {NULL},  S_FLOATSKULL2,  0,  0},   // S_FLOATSKULL
           {SPR_FSKU,  32769,  6,  {NULL},  S_FLOATSKULL3,  0,  0},   // S_FLOATSKULL2
           {SPR_FSKU,  32770,  6,  {NULL},  S_FLOATSKULL,  0,  0},   // S_FLOATSKULL3
           {SPR_COL5,  0,  14,  {NULL},  S_HEARTCOL2,  0,  0},   // S_HEARTCOL
           {SPR_COL5,  1,  14,  {NULL},  S_HEARTCOL,  0,  0},   // S_HEARTCOL2
           {SPR_TBLU,  32768,  4,  {NULL},  S_BLUETORCH2,  0,  0},   // S_BLUETORCH
           {SPR_TBLU,  32769,  4,  {NULL},  S_BLUETORCH3,  0,  0},   // S_BLUETORCH2
           {SPR_TBLU,  32770,  4,  {NULL},  S_BLUETORCH4,  0,  0},   // S_BLUETORCH3
           {SPR_TBLU,  32771,  4,  {NULL},  S_BLUETORCH,  0,  0},   // S_BLUETORCH4
           {SPR_TGRN,  32768,  4,  {NULL},  S_GREENTORCH2,  0,  0},   // S_GREENTORCH
           {SPR_TGRN,  32769,  4,  {NULL},  S_GREENTORCH3,  0,  0},   // S_GREENTORCH2
           {SPR_TGRN,  32770,  4,  {NULL},  S_GREENTORCH4,  0,  0},   // S_GREENTORCH3
           {SPR_TGRN,  32771,  4,  {NULL},  S_GREENTORCH,  0,  0},   // S_GREENTORCH4
           {SPR_TRED,  32768,  4,  {NULL},  S_REDTORCH2,  0,  0},   // S_REDTORCH
           {SPR_TRED,  32769,  4,  {NULL},  S_REDTORCH3,  0,  0},   // S_REDTORCH2
           {SPR_TRED,  32770,  4,  {NULL},  S_REDTORCH4,  0,  0},   // S_REDTORCH3
           {SPR_TRED,  32771,  4,  {NULL},  S_REDTORCH,  0,  0},   // S_REDTORCH4
           {SPR_SMBT,  32768,  4,  {NULL},  S_BTORCHSHRT2,  0,  0},   // S_BTORCHSHRT
           {SPR_SMBT,  32769,  4,  {NULL},  S_BTORCHSHRT3,  0,  0},   // S_BTORCHSHRT2
           {SPR_SMBT,  32770,  4,  {NULL},  S_BTORCHSHRT4,  0,  0},   // S_BTORCHSHRT3
           {SPR_SMBT,  32771,  4,  {NULL},  S_BTORCHSHRT,  0,  0},   // S_BTORCHSHRT4
           {SPR_SMGT,  32768,  4,  {NULL},  S_GTORCHSHRT2,  0,  0},   // S_GTORCHSHRT
           {SPR_SMGT,  32769,  4,  {NULL},  S_GTORCHSHRT3,  0,  0},   // S_GTORCHSHRT2
           {SPR_SMGT,  32770,  4,  {NULL},  S_GTORCHSHRT4,  0,  0},   // S_GTORCHSHRT3
           {SPR_SMGT,  32771,  4,  {NULL},  S_GTORCHSHRT,  0,  0},   // S_GTORCHSHRT4
           {SPR_SMRT,  32768,  4,  {NULL},  S_RTORCHSHRT2,  0,  0},   // S_RTORCHSHRT
           {SPR_SMRT,  32769,  4,  {NULL},  S_RTORCHSHRT3,  0,  0},   // S_RTORCHSHRT2
           {SPR_SMRT,  32770,  4,  {NULL},  S_RTORCHSHRT4,  0,  0},   // S_RTORCHSHRT3
           {SPR_SMRT,  32771,  4,  {NULL},  S_RTORCHSHRT,  0,  0},   // S_RTORCHSHRT4
           {SPR_HDB1,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_HANGNOGUTS
           {SPR_HDB2,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_HANGBNOBRAIN
           {SPR_HDB3,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_HANGTLOOKDN
           {SPR_HDB4,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_HANGTSKULL
           {SPR_HDB5,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_HANGTLOOKUP
           {SPR_HDB6,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_HANGTNOBRAIN
           {SPR_POB1,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_COLONGIBS
           {SPR_POB2,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_SMALLPOOL
           {SPR_BRS1,  0,  -1,  {NULL},  S_NULL,  0,  0},   // S_BRAINSTEM
           {SPR_TLMP,  32768,  4,  {NULL},  S_TECHLAMP2,  0,  0},   // S_TECHLAMP
           {SPR_TLMP,  32769,  4,  {NULL},  S_TECHLAMP3,  0,  0},   // S_TECHLAMP2
           {SPR_TLMP,  32770,  4,  {NULL},  S_TECHLAMP4,  0,  0},   // S_TECHLAMP3
           {SPR_TLMP,  32771,  4,  {NULL},  S_TECHLAMP,  0,  0},   // S_TECHLAMP4
           {SPR_TLP2,  32768,  4,  {NULL},  S_TECH2LAMP2,  0,  0},   // S_TECH2LAMP
           {SPR_TLP2,  32769,  4,  {NULL},  S_TECH2LAMP3,  0,  0},   // S_TECH2LAMP2
           {SPR_TLP2,  32770,  4,  {NULL},  S_TECH2LAMP4,  0,  0},   // S_TECH2LAMP3
           {SPR_TLP2,  32771,  4,  {NULL},  S_TECH2LAMP,  0,  0} // S_TECH2LAMP4
          };
          
          
          mobjinfo_t mobjinfo[NUMMOBJTYPES] = {
          
           { // MT_PLAYER
           -1,   // doomednum
           S_PLAY,   // spawnstate
           100,   // spawnhealth
           S_PLAY_RUN1,   // seestate
           sfx_None,   // seesound
           0,   // reactiontime
           sfx_None,   // attacksound
           S_PLAY_PAIN,   // painstate
           255,   // painchance
           sfx_plpain,   // painsound
           S_NULL,   // meleestate
           S_PLAY_ATK1,   // missilestate
           S_PLAY_DIE1,   // deathstate
           S_PLAY_XDIE1,   // xdeathstate
           sfx_pldeth,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_POSSESSED
           3004,   // doomednum
           S_POSS_STND,   // spawnstate
           20,   // spawnhealth
           S_POSS_RUN1,   // seestate
           sfx_posit1,   // seesound
           8,   // reactiontime
           sfx_pistol,   // attacksound
           S_POSS_PAIN,   // painstate
           200,   // painchance
           sfx_popain,   // painsound
           0,   // meleestate
           S_POSS_ATK1,   // missilestate
           S_POSS_DIE1,   // deathstate
           S_POSS_XDIE1,   // xdeathstate
           sfx_podth1,   // deathsound
           8,   // speed
           20*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_posact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_POSS_RAISE1 // raisestate
           },  
          
           { // MT_SHOTGUY
           9,   // doomednum
           S_SPOS_STND,   // spawnstate
           30,   // spawnhealth
           S_SPOS_RUN1,   // seestate
           sfx_posit2,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_SPOS_PAIN,   // painstate
           170,   // painchance
           sfx_popain,   // painsound
           0,   // meleestate
           S_SPOS_ATK1,   // missilestate
           S_SPOS_DIE1,   // deathstate
           S_SPOS_XDIE1,   // xdeathstate
           sfx_podth2,   // deathsound
           8,   // speed
           20*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_posact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_SPOS_RAISE1 // raisestate
           },  
          
           { // MT_VILE
           64,   // doomednum
           S_VILE_STND,   // spawnstate
           700,   // spawnhealth
           S_VILE_RUN1,   // seestate
           sfx_vilsit,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_VILE_PAIN,   // painstate
           10,   // painchance
           sfx_vipain,   // painsound
           0,   // meleestate
           S_VILE_ATK1,   // missilestate
           S_VILE_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_vildth,   // deathsound
           15,   // speed
           20*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           500,   // mass
           0,   // damage
           sfx_vilact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_FIRE
           -1,   // doomednum
           S_FIRE1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_UNDEAD
           66,   // doomednum
           S_SKEL_STND,   // spawnstate
           300,   // spawnhealth
           S_SKEL_RUN1,   // seestate
           sfx_skesit,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_SKEL_PAIN,   // painstate
           100,   // painchance
           sfx_popain,   // painsound
           S_SKEL_FIST1,   // meleestate
           S_SKEL_MISS1,   // missilestate
           S_SKEL_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_skedth,   // deathsound
           10,   // speed
           20*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           500,   // mass
           0,   // damage
           sfx_skeact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_SKEL_RAISE1 // raisestate
           },  
          
           { // MT_TRACER
           -1,   // doomednum
           S_TRACER,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_skeatk,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_TRACEEXP1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_barexp,   // deathsound
           10*FRACUNIT,   // speed
           11*FRACUNIT,   // radius
           8*FRACUNIT,   // height
           100,   // mass
           10,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_SMOKE
           -1,   // doomednum
           S_SMOKE1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_FATSO
           67,   // doomednum
           S_FATT_STND,   // spawnstate
           600,   // spawnhealth
           S_FATT_RUN1,   // seestate
           sfx_mansit,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_FATT_PAIN,   // painstate
           80,   // painchance
           sfx_mnpain,   // painsound
           0,   // meleestate
           S_FATT_ATK1,   // missilestate
           S_FATT_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_mandth,   // deathsound
           8,   // speed
           48*FRACUNIT,   // radius
           64*FRACUNIT,   // height
           1000,   // mass
           0,   // damage
           sfx_posact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_FATT_RAISE1 // raisestate
           },  
          
           { // MT_FATSHOT
           -1,   // doomednum
           S_FATSHOT1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_firsht,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_FATSHOTX1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_firxpl,   // deathsound
           20*FRACUNIT,   // speed
           6*FRACUNIT,   // radius
           8*FRACUNIT,   // height
           100,   // mass
           8,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_CHAINGUY
           65,   // doomednum
           S_CPOS_STND,   // spawnstate
           70,   // spawnhealth
           S_CPOS_RUN1,   // seestate
           sfx_posit2,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_CPOS_PAIN,   // painstate
           170,   // painchance
           sfx_popain,   // painsound
           0,   // meleestate
           S_CPOS_ATK1,   // missilestate
           S_CPOS_DIE1,   // deathstate
           S_CPOS_XDIE1,   // xdeathstate
           sfx_podth2,   // deathsound
           8,   // speed
           20*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_posact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_CPOS_RAISE1 // raisestate
           },  
          
           { // MT_TROOP
           3001,   // doomednum
           S_TROO_STND,   // spawnstate
           60,   // spawnhealth
           S_TROO_RUN1,   // seestate
           sfx_bgsit1,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_TROO_PAIN,   // painstate
           200,   // painchance
           sfx_popain,   // painsound
           S_TROO_ATK1,   // meleestate
           S_TROO_ATK1,   // missilestate
           S_TROO_DIE1,   // deathstate
           S_TROO_XDIE1,   // xdeathstate
           sfx_bgdth1,   // deathsound
           8,   // speed
           20*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_bgact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_TROO_RAISE1 // raisestate
           },  
          
           { // MT_SERGEANT
           3002,   // doomednum
           S_SARG_STND,   // spawnstate
           150,   // spawnhealth
           S_SARG_RUN1,   // seestate
           sfx_sgtsit,   // seesound
           8,   // reactiontime
           sfx_sgtatk,   // attacksound
           S_SARG_PAIN,   // painstate
           180,   // painchance
           sfx_dmpain,   // painsound
           S_SARG_ATK1,   // meleestate
           0,   // missilestate
           S_SARG_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_sgtdth,   // deathsound
           10,   // speed
           30*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           400,   // mass
           0,   // damage
           sfx_dmact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_SARG_RAISE1 // raisestate
           },  
          
           { // MT_SHADOWS
           58,   // doomednum
           S_SARG_STND,   // spawnstate
           150,   // spawnhealth
           S_SARG_RUN1,   // seestate
           sfx_sgtsit,   // seesound
           8,   // reactiontime
           sfx_sgtatk,   // attacksound
           S_SARG_PAIN,   // painstate
           180,   // painchance
           sfx_dmpain,   // painsound
           S_SARG_ATK1,   // meleestate
           0,   // missilestate
           S_SARG_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_sgtdth,   // deathsound
           10,   // speed
           30*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           400,   // mass
           0,   // damage
           sfx_dmact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_SHADOW|MF_COUNTKILL,   // flags
           S_SARG_RAISE1 // raisestate
           },  
          
           { // MT_HEAD
           3005,   // doomednum
           S_HEAD_STND,   // spawnstate
           400,   // spawnhealth
           S_HEAD_RUN1,   // seestate
           sfx_cacsit,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_HEAD_PAIN,   // painstate
           128,   // painchance
           sfx_dmpain,   // painsound
           0,   // meleestate
           S_HEAD_ATK1,   // missilestate
           S_HEAD_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_cacdth,   // deathsound
           8,   // speed
           31*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           400,   // mass
           0,   // damage
           sfx_dmact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL,   // flags
           S_HEAD_RAISE1 // raisestate
           },  
          
           { // MT_BRUISER
           3003,   // doomednum
           S_BOSS_STND,   // spawnstate
           1000,   // spawnhealth
           S_BOSS_RUN1,   // seestate
           sfx_brssit,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_BOSS_PAIN,   // painstate
           50,   // painchance
           sfx_dmpain,   // painsound
           S_BOSS_ATK1,   // meleestate
           S_BOSS_ATK1,   // missilestate
           S_BOSS_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_brsdth,   // deathsound
           8,   // speed
           24*FRACUNIT,   // radius
           64*FRACUNIT,   // height
           1000,   // mass
           0,   // damage
           sfx_dmact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_BOSS_RAISE1 // raisestate
           },  
          
           { // MT_BRUISERSHOT
           -1,   // doomednum
           S_BRBALL1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_firsht,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_BRBALLX1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_firxpl,   // deathsound
           15*FRACUNIT,   // speed
           6*FRACUNIT,   // radius
           8*FRACUNIT,   // height
           100,   // mass
           8,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_KNIGHT
           69,   // doomednum
           S_BOS2_STND,   // spawnstate
           500,   // spawnhealth
           S_BOS2_RUN1,   // seestate
           sfx_kntsit,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_BOS2_PAIN,   // painstate
           50,   // painchance
           sfx_dmpain,   // painsound
           S_BOS2_ATK1,   // meleestate
           S_BOS2_ATK1,   // missilestate
           S_BOS2_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_kntdth,   // deathsound
           8,   // speed
           24*FRACUNIT,   // radius
           64*FRACUNIT,   // height
           1000,   // mass
           0,   // damage
           sfx_dmact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_BOS2_RAISE1 // raisestate
           },  
          
           { // MT_SKULL
           3006,   // doomednum
           S_SKULL_STND,   // spawnstate
           100,   // spawnhealth
           S_SKULL_RUN1,   // seestate
           0,   // seesound
           8,   // reactiontime
           sfx_sklatk,   // attacksound
           S_SKULL_PAIN,   // painstate
           256,   // painchance
           sfx_dmpain,   // painsound
           0,   // meleestate
           S_SKULL_ATK1,   // missilestate
           S_SKULL_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_firxpl,   // deathsound
           8,   // speed
           16*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           50,   // mass
           3,   // damage
           sfx_dmact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_SPIDER
           7,   // doomednum
           S_SPID_STND,   // spawnstate
           3000,   // spawnhealth
           S_SPID_RUN1,   // seestate
           sfx_spisit,   // seesound
           8,   // reactiontime
           sfx_shotgn,   // attacksound
           S_SPID_PAIN,   // painstate
           40,   // painchance
           sfx_dmpain,   // painsound
           0,   // meleestate
           S_SPID_ATK1,   // missilestate
           S_SPID_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_spidth,   // deathsound
           12,   // speed
           128*FRACUNIT,   // radius
           100*FRACUNIT,   // height
           1000,   // mass
           0,   // damage
           sfx_dmact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_BABY
           68,   // doomednum
           S_BSPI_STND,   // spawnstate
           500,   // spawnhealth
           S_BSPI_SIGHT,   // seestate
           sfx_bspsit,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_BSPI_PAIN,   // painstate
           128,   // painchance
           sfx_dmpain,   // painsound
           0,   // meleestate
           S_BSPI_ATK1,   // missilestate
           S_BSPI_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_bspdth,   // deathsound
           12,   // speed
           64*FRACUNIT,   // radius
           64*FRACUNIT,   // height
           600,   // mass
           0,   // damage
           sfx_bspact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_BSPI_RAISE1 // raisestate
           },  
          
           { // MT_CYBORG
           16,   // doomednum
           S_CYBER_STND,   // spawnstate
           4000,   // spawnhealth
           S_CYBER_RUN1,   // seestate
           sfx_cybsit,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_CYBER_PAIN,   // painstate
           20,   // painchance
           sfx_dmpain,   // painsound
           0,   // meleestate
           S_CYBER_ATK1,   // missilestate
           S_CYBER_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_cybdth,   // deathsound
           16,   // speed
           40*FRACUNIT,   // radius
           110*FRACUNIT,   // height
           1000,   // mass
           0,   // damage
           sfx_dmact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_PAIN
           71,   // doomednum
           S_PAIN_STND,   // spawnstate
           400,   // spawnhealth
           S_PAIN_RUN1,   // seestate
           sfx_pesit,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_PAIN_PAIN,   // painstate
           128,   // painchance
           sfx_pepain,   // painsound
           0,   // meleestate
           S_PAIN_ATK1,   // missilestate
           S_PAIN_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_pedth,   // deathsound
           8,   // speed
           31*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           400,   // mass
           0,   // damage
           sfx_dmact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL,   // flags
           S_PAIN_RAISE1 // raisestate
           },  
          
           { // MT_WOLFSS
           84,   // doomednum
           S_SSWV_STND,   // spawnstate
           50,   // spawnhealth
           S_SSWV_RUN1,   // seestate
           sfx_sssit,   // seesound
           8,   // reactiontime
           0,   // attacksound
           S_SSWV_PAIN,   // painstate
           170,   // painchance
           sfx_popain,   // painsound
           0,   // meleestate
           S_SSWV_ATK1,   // missilestate
           S_SSWV_DIE1,   // deathstate
           S_SSWV_XDIE1,   // xdeathstate
           sfx_ssdth,   // deathsound
           8,   // speed
           20*FRACUNIT,   // radius
           56*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_posact,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_SSWV_RAISE1 // raisestate
           },  
          
           { // MT_KEEN
           72,   // doomednum
           S_KEENSTND,   // spawnstate
           100,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_KEENPAIN,   // painstate
           256,   // painchance
           sfx_keenpn,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_COMMKEEN,   // deathstate
           S_NULL,   // xdeathstate
           sfx_keendt,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           72*FRACUNIT,   // height
           10000000,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SHOOTABLE|MF_COUNTKILL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_BOSSBRAIN
           88,   // doomednum
           S_BRAIN,   // spawnstate
           250,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_BRAIN_PAIN,   // painstate
           255,   // painchance
           sfx_bospn,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_BRAIN_DIE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_bosdth,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           10000000,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SHOOTABLE,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_BOSSSPIT
           89,   // doomednum
           S_BRAINEYE,   // spawnstate
           1000,   // spawnhealth
           S_BRAINEYESEE,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           32*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_NOSECTOR,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_BOSSTARGET
           87,   // doomednum
           S_NULL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           32*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_NOSECTOR,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_SPAWNSHOT
           -1,   // doomednum
           S_SPAWN1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_bospit,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_firxpl,   // deathsound
           10*FRACUNIT,   // speed
           6*FRACUNIT,   // radius
           32*FRACUNIT,   // height
           100,   // mass
           3,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_SPAWNFIRE
           -1,   // doomednum
           S_SPAWNFIRE1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_BARREL
           2035,   // doomednum
           S_BAR1,   // spawnstate
           20,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_BEXP,   // deathstate
           S_NULL,   // xdeathstate
           sfx_barexp,   // deathsound
           0,   // speed
           10*FRACUNIT,   // radius
           42*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_TROOPSHOT
           -1,   // doomednum
           S_TBALL1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_firsht,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_TBALLX1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_firxpl,   // deathsound
           10*FRACUNIT,   // speed
           6*FRACUNIT,   // radius
           8*FRACUNIT,   // height
           100,   // mass
           3,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_HEADSHOT
           -1,   // doomednum
           S_RBALL1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_firsht,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_RBALLX1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_firxpl,   // deathsound
           10*FRACUNIT,   // speed
           6*FRACUNIT,   // radius
           8*FRACUNIT,   // height
           100,   // mass
           5,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_ROCKET
           -1,   // doomednum
           S_ROCKET,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_rlaunc,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_EXPLODE1,   // deathstate
           S_NULL,   // xdeathstate
           sfx_barexp,   // deathsound
           20*FRACUNIT,   // speed
           11*FRACUNIT,   // radius
           8*FRACUNIT,   // height
           100,   // mass
           20,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_PLASMA
           -1,   // doomednum
           S_PLASBALL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_plasma,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_PLASEXP,   // deathstate
           S_NULL,   // xdeathstate
           sfx_firxpl,   // deathsound
           25*FRACUNIT,   // speed
           13*FRACUNIT,   // radius
           8*FRACUNIT,   // height
           100,   // mass
           5,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_BFG
           -1,   // doomednum
           S_BFGSHOT,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           0,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_BFGLAND,   // deathstate
           S_NULL,   // xdeathstate
           sfx_rxplod,   // deathsound
           25*FRACUNIT,   // speed
           13*FRACUNIT,   // radius
           8*FRACUNIT,   // height
           100,   // mass
           100,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_ARACHPLAZ
           -1,   // doomednum
           S_ARACH_PLAZ,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_plasma,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_ARACH_PLEX,   // deathstate
           S_NULL,   // xdeathstate
           sfx_firxpl,   // deathsound
           25*FRACUNIT,   // speed
           13*FRACUNIT,   // radius
           8*FRACUNIT,   // height
           100,   // mass
           5,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_PUFF
           -1,   // doomednum
           S_PUFF1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_BLOOD
           -1,   // doomednum
           S_BLOOD1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_TFOG
           -1,   // doomednum
           S_TFOG,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_IFOG
           -1,   // doomednum
           S_IFOG,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_TELEPORTMAN
           14,   // doomednum
           S_NULL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_NOSECTOR,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_EXTRABFG
           -1,   // doomednum
           S_BFGEXP,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC0
           2018,   // doomednum
           S_ARM1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC1
           2019,   // doomednum
           S_ARM2,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC2
           2014,   // doomednum
           S_BON1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_COUNTITEM,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC3
           2015,   // doomednum
           S_BON2,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_COUNTITEM,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC4
           5,   // doomednum
           S_BKEY,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_NOTDMATCH,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC5
           13,   // doomednum
           S_RKEY,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_NOTDMATCH,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC6
           6,   // doomednum
           S_YKEY,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_NOTDMATCH,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC7
           39,   // doomednum
           S_YSKULL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_NOTDMATCH,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC8
           38,   // doomednum
           S_RSKULL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_NOTDMATCH,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC9
           40,   // doomednum
           S_BSKULL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_NOTDMATCH,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC10
           2011,   // doomednum
           S_STIM,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC11
           2012,   // doomednum
           S_MEDI,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC12
           2013,   // doomednum
           S_SOUL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_COUNTITEM,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_INV
           2022,   // doomednum
           S_PINV,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_COUNTITEM,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC13
           2023,   // doomednum
           S_PSTR,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_COUNTITEM,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_INS
           2024,   // doomednum
           S_PINS,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_COUNTITEM,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC14
           2025,   // doomednum
           S_SUIT,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC15
           2026,   // doomednum
           S_PMAP,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_COUNTITEM,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC16
           2045,   // doomednum
           S_PVIS,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_COUNTITEM,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MEGA
           83,   // doomednum
           S_MEGA,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL|MF_COUNTITEM,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_CLIP
           2007,   // doomednum
           S_CLIP,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC17
           2048,   // doomednum
           S_AMMO,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC18
           2010,   // doomednum
           S_ROCK,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC19
           2046,   // doomednum
           S_BROK,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC20
           2047,   // doomednum
           S_CELL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC21
           17,   // doomednum
           S_CELP,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC22
           2008,   // doomednum
           S_SHEL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC23
           2049,   // doomednum
           S_SBOX,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC24
           8,   // doomednum
           S_BPAK,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC25
           2006,   // doomednum
           S_BFUG,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_CHAINGUN
           2002,   // doomednum
           S_MGUN,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC26
           2005,   // doomednum
           S_CSAW,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC27
           2003,   // doomednum
           S_LAUN,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC28
           2004,   // doomednum
           S_PLAS,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_SHOTGUN
           2001,   // doomednum
           S_SHOT,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_SUPERSHOTGUN
           82,   // doomednum
           S_SHOT2,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPECIAL,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC29
           85,   // doomednum
           S_TECHLAMP,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC30
           86,   // doomednum
           S_TECH2LAMP,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC31
           2028,   // doomednum
           S_COLU,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC32
           30,   // doomednum
           S_TALLGRNCOL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC33
           31,   // doomednum
           S_SHRTGRNCOL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC34
           32,   // doomednum
           S_TALLREDCOL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC35
           33,   // doomednum
           S_SHRTREDCOL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC36
           37,   // doomednum
           S_SKULLCOL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC37
           36,   // doomednum
           S_HEARTCOL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC38
           41,   // doomednum
           S_EVILEYE,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC39
           42,   // doomednum
           S_FLOATSKULL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC40
           43,   // doomednum
           S_TORCHTREE,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC41
           44,   // doomednum
           S_BLUETORCH,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC42
           45,   // doomednum
           S_GREENTORCH,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC43
           46,   // doomednum
           S_REDTORCH,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC44
           55,   // doomednum
           S_BTORCHSHRT,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC45
           56,   // doomednum
           S_GTORCHSHRT,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC46
           57,   // doomednum
           S_RTORCHSHRT,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC47
           47,   // doomednum
           S_STALAGTITE,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC48
           48,   // doomednum
           S_TECHPILLAR,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC49
           34,   // doomednum
           S_CANDLESTIK,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC50
           35,   // doomednum
           S_CANDELABRA,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC51
           49,   // doomednum
           S_BLOODYTWITCH,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           68*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC52
           50,   // doomednum
           S_MEAT2,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           84*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC53
           51,   // doomednum
           S_MEAT3,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           84*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC54
           52,   // doomednum
           S_MEAT4,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           68*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC55
           53,   // doomednum
           S_MEAT5,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           52*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC56
           59,   // doomednum
           S_MEAT2,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           84*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC57
           60,   // doomednum
           S_MEAT4,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           68*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC58
           61,   // doomednum
           S_MEAT3,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           52*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC59
           62,   // doomednum
           S_MEAT5,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           52*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC60
           63,   // doomednum
           S_BLOODYTWITCH,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           68*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC61
           22,   // doomednum
           S_HEAD_DIE6,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC62
           15,   // doomednum
           S_PLAY_DIE7,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC63
           18,   // doomednum
           S_POSS_DIE5,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC64
           21,   // doomednum
           S_SARG_DIE6,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC65
           23,   // doomednum
           S_SKULL_DIE6,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC66
           20,   // doomednum
           S_TROO_DIE5,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC67
           19,   // doomednum
           S_SPOS_DIE5,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC68
           10,   // doomednum
           S_PLAY_XDIE9,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC69
           12,   // doomednum
           S_PLAY_XDIE9,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC70
           28,   // doomednum
           S_HEADSONSTICK,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC71
           24,   // doomednum
           S_GIBS,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           0,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC72
           27,   // doomednum
           S_HEADONASTICK,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC73
           29,   // doomednum
           S_HEADCANDLES,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC74
           25,   // doomednum
           S_DEADSTICK,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC75
           26,   // doomednum
           S_LIVESTICK,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC76
           54,   // doomednum
           S_BIGTREE,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           32*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC77
           70,   // doomednum
           S_BBAR1,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC78
           73,   // doomednum
           S_HANGNOGUTS,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           88*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC79
           74,   // doomednum
           S_HANGBNOBRAIN,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           88*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC80
           75,   // doomednum
           S_HANGTLOOKDN,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           64*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC81
           76,   // doomednum
           S_HANGTSKULL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           64*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC82
           77,   // doomednum
           S_HANGTLOOKUP,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           64*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC83
           78,   // doomednum
           S_HANGTNOBRAIN,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           16*FRACUNIT,   // radius
           64*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC84
           79,   // doomednum
           S_COLONGIBS,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC85
           80,   // doomednum
           S_SMALLPOOL,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP,   // flags
           S_NULL // raisestate
           },  
          
           { // MT_MISC86
           81,   // doomednum
           S_BRAINSTEM,   // spawnstate
           1000,   // spawnhealth
           S_NULL,   // seestate
           sfx_None,   // seesound
           8,   // reactiontime
           sfx_None,   // attacksound
           S_NULL,   // painstate
           0,   // painchance
           sfx_None,   // painsound
           S_NULL,   // meleestate
           S_NULL,   // missilestate
           S_NULL,   // deathstate
           S_NULL,   // xdeathstate
           sfx_None,   // deathsound
           0,   // speed
           20*FRACUNIT,   // radius
           16*FRACUNIT,   // height
           100,   // mass
           0,   // damage
           sfx_None,   // activesound
           MF_NOBLOCKMAP,   // flags
           S_NULL // raisestate
           }
          };
          

info.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Thing frame/state LUT,  
          // generated by multigen utilitiy.
          // This one is the original DOOM version,   preserved.
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __INFO__
          #define __INFO__
          
          // Needed for action function pointer handling.
          #include "d_think.h"
          
          typedef enum
          {
           SPR_TROO,  
           SPR_SHTG,  
           SPR_PUNG,  
           SPR_PISG,  
           SPR_PISF,  
           SPR_SHTF,  
           SPR_SHT2,  
           SPR_CHGG,  
           SPR_CHGF,  
           SPR_MISG,  
           SPR_MISF,  
           SPR_SAWG,  
           SPR_PLSG,  
           SPR_PLSF,  
           SPR_BFGG,  
           SPR_BFGF,  
           SPR_BLUD,  
           SPR_PUFF,  
           SPR_BAL1,  
           SPR_BAL2,  
           SPR_PLSS,  
           SPR_PLSE,  
           SPR_MISL,  
           SPR_BFS1,  
           SPR_BFE1,  
           SPR_BFE2,  
           SPR_TFOG,  
           SPR_IFOG,  
           SPR_PLAY,  
           SPR_POSS,  
           SPR_SPOS,  
           SPR_VILE,  
           SPR_FIRE,  
           SPR_FATB,  
           SPR_FBXP,  
           SPR_SKEL,  
           SPR_MANF,  
           SPR_FATT,  
           SPR_CPOS,  
           SPR_SARG,  
           SPR_HEAD,  
           SPR_BAL7,  
           SPR_BOSS,  
           SPR_BOS2,  
           SPR_SKUL,  
           SPR_SPID,  
           SPR_BSPI,  
           SPR_APLS,  
           SPR_APBX,  
           SPR_CYBR,  
           SPR_PAIN,  
           SPR_SSWV,  
           SPR_KEEN,  
           SPR_BBRN,  
           SPR_BOSF,  
           SPR_ARM1,  
           SPR_ARM2,  
           SPR_BAR1,  
           SPR_BEXP,  
           SPR_FCAN,  
           SPR_BON1,  
           SPR_BON2,  
           SPR_BKEY,  
           SPR_RKEY,  
           SPR_YKEY,  
           SPR_BSKU,  
           SPR_RSKU,  
           SPR_YSKU,  
           SPR_STIM,  
           SPR_MEDI,  
           SPR_SOUL,  
           SPR_PINV,  
           SPR_PSTR,  
           SPR_PINS,  
           SPR_MEGA,  
           SPR_SUIT,  
           SPR_PMAP,  
           SPR_PVIS,  
           SPR_CLIP,  
           SPR_AMMO,  
           SPR_ROCK,  
           SPR_BROK,  
           SPR_CELL,  
           SPR_CELP,  
           SPR_SHEL,  
           SPR_SBOX,  
           SPR_BPAK,  
           SPR_BFUG,  
           SPR_MGUN,  
           SPR_CSAW,  
           SPR_LAUN,  
           SPR_PLAS,  
           SPR_SHOT,  
           SPR_SGN2,  
           SPR_COLU,  
           SPR_SMT2,  
           SPR_GOR1,  
           SPR_POL2,  
           SPR_POL5,  
           SPR_POL4,  
           SPR_POL3,  
           SPR_POL1,  
           SPR_POL6,  
           SPR_GOR2,  
           SPR_GOR3,  
           SPR_GOR4,  
           SPR_GOR5,  
           SPR_SMIT,  
           SPR_COL1,  
           SPR_COL2,  
           SPR_COL3,  
           SPR_COL4,  
           SPR_CAND,  
           SPR_CBRA,  
           SPR_COL6,  
           SPR_TRE1,  
           SPR_TRE2,  
           SPR_ELEC,  
           SPR_CEYE,  
           SPR_FSKU,  
           SPR_COL5,  
           SPR_TBLU,  
           SPR_TGRN,  
           SPR_TRED,  
           SPR_SMBT,  
           SPR_SMGT,  
           SPR_SMRT,  
           SPR_HDB1,  
           SPR_HDB2,  
           SPR_HDB3,  
           SPR_HDB4,  
           SPR_HDB5,  
           SPR_HDB6,  
           SPR_POB1,  
           SPR_POB2,  
           SPR_BRS1,  
           SPR_TLMP,  
           SPR_TLP2,  
           NUMSPRITES
          
          } spritenum_t;
          
          typedef enum
          {
           S_NULL,  
           S_LIGHTDONE,  
           S_PUNCH,  
           S_PUNCHDOWN,  
           S_PUNCHUP,  
           S_PUNCH1,  
           S_PUNCH2,  
           S_PUNCH3,  
           S_PUNCH4,  
           S_PUNCH5,  
           S_PISTOL,  
           S_PISTOLDOWN,  
           S_PISTOLUP,  
           S_PISTOL1,  
           S_PISTOL2,  
           S_PISTOL3,  
           S_PISTOL4,  
           S_PISTOLFLASH,  
           S_SGUN,  
           S_SGUNDOWN,  
           S_SGUNUP,  
           S_SGUN1,  
           S_SGUN2,  
           S_SGUN3,  
           S_SGUN4,  
           S_SGUN5,  
           S_SGUN6,  
           S_SGUN7,  
           S_SGUN8,  
           S_SGUN9,  
           S_SGUNFLASH1,  
           S_SGUNFLASH2,  
           S_DSGUN,  
           S_DSGUNDOWN,  
           S_DSGUNUP,  
           S_DSGUN1,  
           S_DSGUN2,  
           S_DSGUN3,  
           S_DSGUN4,  
           S_DSGUN5,  
           S_DSGUN6,  
           S_DSGUN7,  
           S_DSGUN8,  
           S_DSGUN9,  
           S_DSGUN10,  
           S_DSNR1,  
           S_DSNR2,  
           S_DSGUNFLASH1,  
           S_DSGUNFLASH2,  
           S_CHAIN,  
           S_CHAINDOWN,  
           S_CHAINUP,  
           S_CHAIN1,  
           S_CHAIN2,  
           S_CHAIN3,  
           S_CHAINFLASH1,  
           S_CHAINFLASH2,  
           S_MISSILE,  
           S_MISSILEDOWN,  
           S_MISSILEUP,  
           S_MISSILE1,  
           S_MISSILE2,  
           S_MISSILE3,  
           S_MISSILEFLASH1,  
           S_MISSILEFLASH2,  
           S_MISSILEFLASH3,  
           S_MISSILEFLASH4,  
           S_SAW,  
           S_SAWB,  
           S_SAWDOWN,  
           S_SAWUP,  
           S_SAW1,  
           S_SAW2,  
           S_SAW3,  
           S_PLASMA,  
           S_PLASMADOWN,  
           S_PLASMAUP,  
           S_PLASMA1,  
           S_PLASMA2,  
           S_PLASMAFLASH1,  
           S_PLASMAFLASH2,  
           S_BFG,  
           S_BFGDOWN,  
           S_BFGUP,  
           S_BFG1,  
           S_BFG2,  
           S_BFG3,  
           S_BFG4,  
           S_BFGFLASH1,  
           S_BFGFLASH2,  
           S_BLOOD1,  
           S_BLOOD2,  
           S_BLOOD3,  
           S_PUFF1,  
           S_PUFF2,  
           S_PUFF3,  
           S_PUFF4,  
           S_TBALL1,  
           S_TBALL2,  
           S_TBALLX1,  
           S_TBALLX2,  
           S_TBALLX3,  
           S_RBALL1,  
           S_RBALL2,  
           S_RBALLX1,  
           S_RBALLX2,  
           S_RBALLX3,  
           S_PLASBALL,  
           S_PLASBALL2,  
           S_PLASEXP,  
           S_PLASEXP2,  
           S_PLASEXP3,  
           S_PLASEXP4,  
           S_PLASEXP5,  
           S_ROCKET,  
           S_BFGSHOT,  
           S_BFGSHOT2,  
           S_BFGLAND,  
           S_BFGLAND2,  
           S_BFGLAND3,  
           S_BFGLAND4,  
           S_BFGLAND5,  
           S_BFGLAND6,  
           S_BFGEXP,  
           S_BFGEXP2,  
           S_BFGEXP3,  
           S_BFGEXP4,  
           S_EXPLODE1,  
           S_EXPLODE2,  
           S_EXPLODE3,  
           S_TFOG,  
           S_TFOG01,  
           S_TFOG02,  
           S_TFOG2,  
           S_TFOG3,  
           S_TFOG4,  
           S_TFOG5,  
           S_TFOG6,  
           S_TFOG7,  
           S_TFOG8,  
           S_TFOG9,  
           S_TFOG10,  
           S_IFOG,  
           S_IFOG01,  
           S_IFOG02,  
           S_IFOG2,  
           S_IFOG3,  
           S_IFOG4,  
           S_IFOG5,  
           S_PLAY,  
           S_PLAY_RUN1,  
           S_PLAY_RUN2,  
           S_PLAY_RUN3,  
           S_PLAY_RUN4,  
           S_PLAY_ATK1,  
           S_PLAY_ATK2,  
           S_PLAY_PAIN,  
           S_PLAY_PAIN2,  
           S_PLAY_DIE1,  
           S_PLAY_DIE2,  
           S_PLAY_DIE3,  
           S_PLAY_DIE4,  
           S_PLAY_DIE5,  
           S_PLAY_DIE6,  
           S_PLAY_DIE7,  
           S_PLAY_XDIE1,  
           S_PLAY_XDIE2,  
           S_PLAY_XDIE3,  
           S_PLAY_XDIE4,  
           S_PLAY_XDIE5,  
           S_PLAY_XDIE6,  
           S_PLAY_XDIE7,  
           S_PLAY_XDIE8,  
           S_PLAY_XDIE9,  
           S_POSS_STND,  
           S_POSS_STND2,  
           S_POSS_RUN1,  
           S_POSS_RUN2,  
           S_POSS_RUN3,  
           S_POSS_RUN4,  
           S_POSS_RUN5,  
           S_POSS_RUN6,  
           S_POSS_RUN7,  
           S_POSS_RUN8,  
           S_POSS_ATK1,  
           S_POSS_ATK2,  
           S_POSS_ATK3,  
           S_POSS_PAIN,  
           S_POSS_PAIN2,  
           S_POSS_DIE1,  
           S_POSS_DIE2,  
           S_POSS_DIE3,  
           S_POSS_DIE4,  
           S_POSS_DIE5,  
           S_POSS_XDIE1,  
           S_POSS_XDIE2,  
           S_POSS_XDIE3,  
           S_POSS_XDIE4,  
           S_POSS_XDIE5,  
           S_POSS_XDIE6,  
           S_POSS_XDIE7,  
           S_POSS_XDIE8,  
           S_POSS_XDIE9,  
           S_POSS_RAISE1,  
           S_POSS_RAISE2,  
           S_POSS_RAISE3,  
           S_POSS_RAISE4,  
           S_SPOS_STND,  
           S_SPOS_STND2,  
           S_SPOS_RUN1,  
           S_SPOS_RUN2,  
           S_SPOS_RUN3,  
           S_SPOS_RUN4,  
           S_SPOS_RUN5,  
           S_SPOS_RUN6,  
           S_SPOS_RUN7,  
           S_SPOS_RUN8,  
           S_SPOS_ATK1,  
           S_SPOS_ATK2,  
           S_SPOS_ATK3,  
           S_SPOS_PAIN,  
           S_SPOS_PAIN2,  
           S_SPOS_DIE1,  
           S_SPOS_DIE2,  
           S_SPOS_DIE3,  
           S_SPOS_DIE4,  
           S_SPOS_DIE5,  
           S_SPOS_XDIE1,  
           S_SPOS_XDIE2,  
           S_SPOS_XDIE3,  
           S_SPOS_XDIE4,  
           S_SPOS_XDIE5,  
           S_SPOS_XDIE6,  
           S_SPOS_XDIE7,  
           S_SPOS_XDIE8,  
           S_SPOS_XDIE9,  
           S_SPOS_RAISE1,  
           S_SPOS_RAISE2,  
           S_SPOS_RAISE3,  
           S_SPOS_RAISE4,  
           S_SPOS_RAISE5,  
           S_VILE_STND,  
           S_VILE_STND2,  
           S_VILE_RUN1,  
           S_VILE_RUN2,  
           S_VILE_RUN3,  
           S_VILE_RUN4,  
           S_VILE_RUN5,  
           S_VILE_RUN6,  
           S_VILE_RUN7,  
           S_VILE_RUN8,  
           S_VILE_RUN9,  
           S_VILE_RUN10,  
           S_VILE_RUN11,  
           S_VILE_RUN12,  
           S_VILE_ATK1,  
           S_VILE_ATK2,  
           S_VILE_ATK3,  
           S_VILE_ATK4,  
           S_VILE_ATK5,  
           S_VILE_ATK6,  
           S_VILE_ATK7,  
           S_VILE_ATK8,  
           S_VILE_ATK9,  
           S_VILE_ATK10,  
           S_VILE_ATK11,  
           S_VILE_HEAL1,  
           S_VILE_HEAL2,  
           S_VILE_HEAL3,  
           S_VILE_PAIN,  
           S_VILE_PAIN2,  
           S_VILE_DIE1,  
           S_VILE_DIE2,  
           S_VILE_DIE3,  
           S_VILE_DIE4,  
           S_VILE_DIE5,  
           S_VILE_DIE6,  
           S_VILE_DIE7,  
           S_VILE_DIE8,  
           S_VILE_DIE9,  
           S_VILE_DIE10,  
           S_FIRE1,  
           S_FIRE2,  
           S_FIRE3,  
           S_FIRE4,  
           S_FIRE5,  
           S_FIRE6,  
           S_FIRE7,  
           S_FIRE8,  
           S_FIRE9,  
           S_FIRE10,  
           S_FIRE11,  
           S_FIRE12,  
           S_FIRE13,  
           S_FIRE14,  
           S_FIRE15,  
           S_FIRE16,  
           S_FIRE17,  
           S_FIRE18,  
           S_FIRE19,  
           S_FIRE20,  
           S_FIRE21,  
           S_FIRE22,  
           S_FIRE23,  
           S_FIRE24,  
           S_FIRE25,  
           S_FIRE26,  
           S_FIRE27,  
           S_FIRE28,  
           S_FIRE29,  
           S_FIRE30,  
           S_SMOKE1,  
           S_SMOKE2,  
           S_SMOKE3,  
           S_SMOKE4,  
           S_SMOKE5,  
           S_TRACER,  
           S_TRACER2,  
           S_TRACEEXP1,  
           S_TRACEEXP2,  
           S_TRACEEXP3,  
           S_SKEL_STND,  
           S_SKEL_STND2,  
           S_SKEL_RUN1,  
           S_SKEL_RUN2,  
           S_SKEL_RUN3,  
           S_SKEL_RUN4,  
           S_SKEL_RUN5,  
           S_SKEL_RUN6,  
           S_SKEL_RUN7,  
           S_SKEL_RUN8,  
           S_SKEL_RUN9,  
           S_SKEL_RUN10,  
           S_SKEL_RUN11,  
           S_SKEL_RUN12,  
           S_SKEL_FIST1,  
           S_SKEL_FIST2,  
           S_SKEL_FIST3,  
           S_SKEL_FIST4,  
           S_SKEL_MISS1,  
           S_SKEL_MISS2,  
           S_SKEL_MISS3,  
           S_SKEL_MISS4,  
           S_SKEL_PAIN,  
           S_SKEL_PAIN2,  
           S_SKEL_DIE1,  
           S_SKEL_DIE2,  
           S_SKEL_DIE3,  
           S_SKEL_DIE4,  
           S_SKEL_DIE5,  
           S_SKEL_DIE6,  
           S_SKEL_RAISE1,  
           S_SKEL_RAISE2,  
           S_SKEL_RAISE3,  
           S_SKEL_RAISE4,  
           S_SKEL_RAISE5,  
           S_SKEL_RAISE6,  
           S_FATSHOT1,  
           S_FATSHOT2,  
           S_FATSHOTX1,  
           S_FATSHOTX2,  
           S_FATSHOTX3,  
           S_FATT_STND,  
           S_FATT_STND2,  
           S_FATT_RUN1,  
           S_FATT_RUN2,  
           S_FATT_RUN3,  
           S_FATT_RUN4,  
           S_FATT_RUN5,  
           S_FATT_RUN6,  
           S_FATT_RUN7,  
           S_FATT_RUN8,  
           S_FATT_RUN9,  
           S_FATT_RUN10,  
           S_FATT_RUN11,  
           S_FATT_RUN12,  
           S_FATT_ATK1,  
           S_FATT_ATK2,  
           S_FATT_ATK3,  
           S_FATT_ATK4,  
           S_FATT_ATK5,  
           S_FATT_ATK6,  
           S_FATT_ATK7,  
           S_FATT_ATK8,  
           S_FATT_ATK9,  
           S_FATT_ATK10,  
           S_FATT_PAIN,  
           S_FATT_PAIN2,  
           S_FATT_DIE1,  
           S_FATT_DIE2,  
           S_FATT_DIE3,  
           S_FATT_DIE4,  
           S_FATT_DIE5,  
           S_FATT_DIE6,  
           S_FATT_DIE7,  
           S_FATT_DIE8,  
           S_FATT_DIE9,  
           S_FATT_DIE10,  
           S_FATT_RAISE1,  
           S_FATT_RAISE2,  
           S_FATT_RAISE3,  
           S_FATT_RAISE4,  
           S_FATT_RAISE5,  
           S_FATT_RAISE6,  
           S_FATT_RAISE7,  
           S_FATT_RAISE8,  
           S_CPOS_STND,  
           S_CPOS_STND2,  
           S_CPOS_RUN1,  
           S_CPOS_RUN2,  
           S_CPOS_RUN3,  
           S_CPOS_RUN4,  
           S_CPOS_RUN5,  
           S_CPOS_RUN6,  
           S_CPOS_RUN7,  
           S_CPOS_RUN8,  
           S_CPOS_ATK1,  
           S_CPOS_ATK2,  
           S_CPOS_ATK3,  
           S_CPOS_ATK4,  
           S_CPOS_PAIN,  
           S_CPOS_PAIN2,  
           S_CPOS_DIE1,  
           S_CPOS_DIE2,  
           S_CPOS_DIE3,  
           S_CPOS_DIE4,  
           S_CPOS_DIE5,  
           S_CPOS_DIE6,  
           S_CPOS_DIE7,  
           S_CPOS_XDIE1,  
           S_CPOS_XDIE2,  
           S_CPOS_XDIE3,  
           S_CPOS_XDIE4,  
           S_CPOS_XDIE5,  
           S_CPOS_XDIE6,  
           S_CPOS_RAISE1,  
           S_CPOS_RAISE2,  
           S_CPOS_RAISE3,  
           S_CPOS_RAISE4,  
           S_CPOS_RAISE5,  
           S_CPOS_RAISE6,  
           S_CPOS_RAISE7,  
           S_TROO_STND,  
           S_TROO_STND2,  
           S_TROO_RUN1,  
           S_TROO_RUN2,  
           S_TROO_RUN3,  
           S_TROO_RUN4,  
           S_TROO_RUN5,  
           S_TROO_RUN6,  
           S_TROO_RUN7,  
           S_TROO_RUN8,  
           S_TROO_ATK1,  
           S_TROO_ATK2,  
           S_TROO_ATK3,  
           S_TROO_PAIN,  
           S_TROO_PAIN2,  
           S_TROO_DIE1,  
           S_TROO_DIE2,  
           S_TROO_DIE3,  
           S_TROO_DIE4,  
           S_TROO_DIE5,  
           S_TROO_XDIE1,  
           S_TROO_XDIE2,  
           S_TROO_XDIE3,  
           S_TROO_XDIE4,  
           S_TROO_XDIE5,  
           S_TROO_XDIE6,  
           S_TROO_XDIE7,  
           S_TROO_XDIE8,  
           S_TROO_RAISE1,  
           S_TROO_RAISE2,  
           S_TROO_RAISE3,  
           S_TROO_RAISE4,  
           S_TROO_RAISE5,  
           S_SARG_STND,  
           S_SARG_STND2,  
           S_SARG_RUN1,  
           S_SARG_RUN2,  
           S_SARG_RUN3,  
           S_SARG_RUN4,  
           S_SARG_RUN5,  
           S_SARG_RUN6,  
           S_SARG_RUN7,  
           S_SARG_RUN8,  
           S_SARG_ATK1,  
           S_SARG_ATK2,  
           S_SARG_ATK3,  
           S_SARG_PAIN,  
           S_SARG_PAIN2,  
           S_SARG_DIE1,  
           S_SARG_DIE2,  
           S_SARG_DIE3,  
           S_SARG_DIE4,  
           S_SARG_DIE5,  
           S_SARG_DIE6,  
           S_SARG_RAISE1,  
           S_SARG_RAISE2,  
           S_SARG_RAISE3,  
           S_SARG_RAISE4,  
           S_SARG_RAISE5,  
           S_SARG_RAISE6,  
           S_HEAD_STND,  
           S_HEAD_RUN1,  
           S_HEAD_ATK1,  
           S_HEAD_ATK2,  
           S_HEAD_ATK3,  
           S_HEAD_PAIN,  
           S_HEAD_PAIN2,  
           S_HEAD_PAIN3,  
           S_HEAD_DIE1,  
           S_HEAD_DIE2,  
           S_HEAD_DIE3,  
           S_HEAD_DIE4,  
           S_HEAD_DIE5,  
           S_HEAD_DIE6,  
           S_HEAD_RAISE1,  
           S_HEAD_RAISE2,  
           S_HEAD_RAISE3,  
           S_HEAD_RAISE4,  
           S_HEAD_RAISE5,  
           S_HEAD_RAISE6,  
           S_BRBALL1,  
           S_BRBALL2,  
           S_BRBALLX1,  
           S_BRBALLX2,  
           S_BRBALLX3,  
           S_BOSS_STND,  
           S_BOSS_STND2,  
           S_BOSS_RUN1,  
           S_BOSS_RUN2,  
           S_BOSS_RUN3,  
           S_BOSS_RUN4,  
           S_BOSS_RUN5,  
           S_BOSS_RUN6,  
           S_BOSS_RUN7,  
           S_BOSS_RUN8,  
           S_BOSS_ATK1,  
           S_BOSS_ATK2,  
           S_BOSS_ATK3,  
           S_BOSS_PAIN,  
           S_BOSS_PAIN2,  
           S_BOSS_DIE1,  
           S_BOSS_DIE2,  
           S_BOSS_DIE3,  
           S_BOSS_DIE4,  
           S_BOSS_DIE5,  
           S_BOSS_DIE6,  
           S_BOSS_DIE7,  
           S_BOSS_RAISE1,  
           S_BOSS_RAISE2,  
           S_BOSS_RAISE3,  
           S_BOSS_RAISE4,  
           S_BOSS_RAISE5,  
           S_BOSS_RAISE6,  
           S_BOSS_RAISE7,  
           S_BOS2_STND,  
           S_BOS2_STND2,  
           S_BOS2_RUN1,  
           S_BOS2_RUN2,  
           S_BOS2_RUN3,  
           S_BOS2_RUN4,  
           S_BOS2_RUN5,  
           S_BOS2_RUN6,  
           S_BOS2_RUN7,  
           S_BOS2_RUN8,  
           S_BOS2_ATK1,  
           S_BOS2_ATK2,  
           S_BOS2_ATK3,  
           S_BOS2_PAIN,  
           S_BOS2_PAIN2,  
           S_BOS2_DIE1,  
           S_BOS2_DIE2,  
           S_BOS2_DIE3,  
           S_BOS2_DIE4,  
           S_BOS2_DIE5,  
           S_BOS2_DIE6,  
           S_BOS2_DIE7,  
           S_BOS2_RAISE1,  
           S_BOS2_RAISE2,  
           S_BOS2_RAISE3,  
           S_BOS2_RAISE4,  
           S_BOS2_RAISE5,  
           S_BOS2_RAISE6,  
           S_BOS2_RAISE7,  
           S_SKULL_STND,  
           S_SKULL_STND2,  
           S_SKULL_RUN1,  
           S_SKULL_RUN2,  
           S_SKULL_ATK1,  
           S_SKULL_ATK2,  
           S_SKULL_ATK3,  
           S_SKULL_ATK4,  
           S_SKULL_PAIN,  
           S_SKULL_PAIN2,  
           S_SKULL_DIE1,  
           S_SKULL_DIE2,  
           S_SKULL_DIE3,  
           S_SKULL_DIE4,  
           S_SKULL_DIE5,  
           S_SKULL_DIE6,  
           S_SPID_STND,  
           S_SPID_STND2,  
           S_SPID_RUN1,  
           S_SPID_RUN2,  
           S_SPID_RUN3,  
           S_SPID_RUN4,  
           S_SPID_RUN5,  
           S_SPID_RUN6,  
           S_SPID_RUN7,  
           S_SPID_RUN8,  
           S_SPID_RUN9,  
           S_SPID_RUN10,  
           S_SPID_RUN11,  
           S_SPID_RUN12,  
           S_SPID_ATK1,  
           S_SPID_ATK2,  
           S_SPID_ATK3,  
           S_SPID_ATK4,  
           S_SPID_PAIN,  
           S_SPID_PAIN2,  
           S_SPID_DIE1,  
           S_SPID_DIE2,  
           S_SPID_DIE3,  
           S_SPID_DIE4,  
           S_SPID_DIE5,  
           S_SPID_DIE6,  
           S_SPID_DIE7,  
           S_SPID_DIE8,  
           S_SPID_DIE9,  
           S_SPID_DIE10,  
           S_SPID_DIE11,  
           S_BSPI_STND,  
           S_BSPI_STND2,  
           S_BSPI_SIGHT,  
           S_BSPI_RUN1,  
           S_BSPI_RUN2,  
           S_BSPI_RUN3,  
           S_BSPI_RUN4,  
           S_BSPI_RUN5,  
           S_BSPI_RUN6,  
           S_BSPI_RUN7,  
           S_BSPI_RUN8,  
           S_BSPI_RUN9,  
           S_BSPI_RUN10,  
           S_BSPI_RUN11,  
           S_BSPI_RUN12,  
           S_BSPI_ATK1,  
           S_BSPI_ATK2,  
           S_BSPI_ATK3,  
           S_BSPI_ATK4,  
           S_BSPI_PAIN,  
           S_BSPI_PAIN2,  
           S_BSPI_DIE1,  
           S_BSPI_DIE2,  
           S_BSPI_DIE3,  
           S_BSPI_DIE4,  
           S_BSPI_DIE5,  
           S_BSPI_DIE6,  
           S_BSPI_DIE7,  
           S_BSPI_RAISE1,  
           S_BSPI_RAISE2,  
           S_BSPI_RAISE3,  
           S_BSPI_RAISE4,  
           S_BSPI_RAISE5,  
           S_BSPI_RAISE6,  
           S_BSPI_RAISE7,  
           S_ARACH_PLAZ,  
           S_ARACH_PLAZ2,  
           S_ARACH_PLEX,  
           S_ARACH_PLEX2,  
           S_ARACH_PLEX3,  
           S_ARACH_PLEX4,  
           S_ARACH_PLEX5,  
           S_CYBER_STND,  
           S_CYBER_STND2,  
           S_CYBER_RUN1,  
           S_CYBER_RUN2,  
           S_CYBER_RUN3,  
           S_CYBER_RUN4,  
           S_CYBER_RUN5,  
           S_CYBER_RUN6,  
           S_CYBER_RUN7,  
           S_CYBER_RUN8,  
           S_CYBER_ATK1,  
           S_CYBER_ATK2,  
           S_CYBER_ATK3,  
           S_CYBER_ATK4,  
           S_CYBER_ATK5,  
           S_CYBER_ATK6,  
           S_CYBER_PAIN,  
           S_CYBER_DIE1,  
           S_CYBER_DIE2,  
           S_CYBER_DIE3,  
           S_CYBER_DIE4,  
           S_CYBER_DIE5,  
           S_CYBER_DIE6,  
           S_CYBER_DIE7,  
           S_CYBER_DIE8,  
           S_CYBER_DIE9,  
           S_CYBER_DIE10,  
           S_PAIN_STND,  
           S_PAIN_RUN1,  
           S_PAIN_RUN2,  
           S_PAIN_RUN3,  
           S_PAIN_RUN4,  
           S_PAIN_RUN5,  
           S_PAIN_RUN6,  
           S_PAIN_ATK1,  
           S_PAIN_ATK2,  
           S_PAIN_ATK3,  
           S_PAIN_ATK4,  
           S_PAIN_PAIN,  
           S_PAIN_PAIN2,  
           S_PAIN_DIE1,  
           S_PAIN_DIE2,  
           S_PAIN_DIE3,  
           S_PAIN_DIE4,  
           S_PAIN_DIE5,  
           S_PAIN_DIE6,  
           S_PAIN_RAISE1,  
           S_PAIN_RAISE2,  
           S_PAIN_RAISE3,  
           S_PAIN_RAISE4,  
           S_PAIN_RAISE5,  
           S_PAIN_RAISE6,  
           S_SSWV_STND,  
           S_SSWV_STND2,  
           S_SSWV_RUN1,  
           S_SSWV_RUN2,  
           S_SSWV_RUN3,  
           S_SSWV_RUN4,  
           S_SSWV_RUN5,  
           S_SSWV_RUN6,  
           S_SSWV_RUN7,  
           S_SSWV_RUN8,  
           S_SSWV_ATK1,  
           S_SSWV_ATK2,  
           S_SSWV_ATK3,  
           S_SSWV_ATK4,  
           S_SSWV_ATK5,  
           S_SSWV_ATK6,  
           S_SSWV_PAIN,  
           S_SSWV_PAIN2,  
           S_SSWV_DIE1,  
           S_SSWV_DIE2,  
           S_SSWV_DIE3,  
           S_SSWV_DIE4,  
           S_SSWV_DIE5,  
           S_SSWV_XDIE1,  
           S_SSWV_XDIE2,  
           S_SSWV_XDIE3,  
           S_SSWV_XDIE4,  
           S_SSWV_XDIE5,  
           S_SSWV_XDIE6,  
           S_SSWV_XDIE7,  
           S_SSWV_XDIE8,  
           S_SSWV_XDIE9,  
           S_SSWV_RAISE1,  
           S_SSWV_RAISE2,  
           S_SSWV_RAISE3,  
           S_SSWV_RAISE4,  
           S_SSWV_RAISE5,  
           S_KEENSTND,  
           S_COMMKEEN,  
           S_COMMKEEN2,  
           S_COMMKEEN3,  
           S_COMMKEEN4,  
           S_COMMKEEN5,  
           S_COMMKEEN6,  
           S_COMMKEEN7,  
           S_COMMKEEN8,  
           S_COMMKEEN9,  
           S_COMMKEEN10,  
           S_COMMKEEN11,  
           S_COMMKEEN12,  
           S_KEENPAIN,  
           S_KEENPAIN2,  
           S_BRAIN,  
           S_BRAIN_PAIN,  
           S_BRAIN_DIE1,  
           S_BRAIN_DIE2,  
           S_BRAIN_DIE3,  
           S_BRAIN_DIE4,  
           S_BRAINEYE,  
           S_BRAINEYESEE,  
           S_BRAINEYE1,  
           S_SPAWN1,  
           S_SPAWN2,  
           S_SPAWN3,  
           S_SPAWN4,  
           S_SPAWNFIRE1,  
           S_SPAWNFIRE2,  
           S_SPAWNFIRE3,  
           S_SPAWNFIRE4,  
           S_SPAWNFIRE5,  
           S_SPAWNFIRE6,  
           S_SPAWNFIRE7,  
           S_SPAWNFIRE8,  
           S_BRAINEXPLODE1,  
           S_BRAINEXPLODE2,  
           S_BRAINEXPLODE3,  
           S_ARM1,  
           S_ARM1A,  
           S_ARM2,  
           S_ARM2A,  
           S_BAR1,  
           S_BAR2,  
           S_BEXP,  
           S_BEXP2,  
           S_BEXP3,  
           S_BEXP4,  
           S_BEXP5,  
           S_BBAR1,  
           S_BBAR2,  
           S_BBAR3,  
           S_BON1,  
           S_BON1A,  
           S_BON1B,  
           S_BON1C,  
           S_BON1D,  
           S_BON1E,  
           S_BON2,  
           S_BON2A,  
           S_BON2B,  
           S_BON2C,  
           S_BON2D,  
           S_BON2E,  
           S_BKEY,  
           S_BKEY2,  
           S_RKEY,  
           S_RKEY2,  
           S_YKEY,  
           S_YKEY2,  
           S_BSKULL,  
           S_BSKULL2,  
           S_RSKULL,  
           S_RSKULL2,  
           S_YSKULL,  
           S_YSKULL2,  
           S_STIM,  
           S_MEDI,  
           S_SOUL,  
           S_SOUL2,  
           S_SOUL3,  
           S_SOUL4,  
           S_SOUL5,  
           S_SOUL6,  
           S_PINV,  
           S_PINV2,  
           S_PINV3,  
           S_PINV4,  
           S_PSTR,  
           S_PINS,  
           S_PINS2,  
           S_PINS3,  
           S_PINS4,  
           S_MEGA,  
           S_MEGA2,  
           S_MEGA3,  
           S_MEGA4,  
           S_SUIT,  
           S_PMAP,  
           S_PMAP2,  
           S_PMAP3,  
           S_PMAP4,  
           S_PMAP5,  
           S_PMAP6,  
           S_PVIS,  
           S_PVIS2,  
           S_CLIP,  
           S_AMMO,  
           S_ROCK,  
           S_BROK,  
           S_CELL,  
           S_CELP,  
           S_SHEL,  
           S_SBOX,  
           S_BPAK,  
           S_BFUG,  
           S_MGUN,  
           S_CSAW,  
           S_LAUN,  
           S_PLAS,  
           S_SHOT,  
           S_SHOT2,  
           S_COLU,  
           S_STALAG,  
           S_BLOODYTWITCH,  
           S_BLOODYTWITCH2,  
           S_BLOODYTWITCH3,  
           S_BLOODYTWITCH4,  
           S_DEADTORSO,  
           S_DEADBOTTOM,  
           S_HEADSONSTICK,  
           S_GIBS,  
           S_HEADONASTICK,  
           S_HEADCANDLES,  
           S_HEADCANDLES2,  
           S_DEADSTICK,  
           S_LIVESTICK,  
           S_LIVESTICK2,  
           S_MEAT2,  
           S_MEAT3,  
           S_MEAT4,  
           S_MEAT5,  
           S_STALAGTITE,  
           S_TALLGRNCOL,  
           S_SHRTGRNCOL,  
           S_TALLREDCOL,  
           S_SHRTREDCOL,  
           S_CANDLESTIK,  
           S_CANDELABRA,  
           S_SKULLCOL,  
           S_TORCHTREE,  
           S_BIGTREE,  
           S_TECHPILLAR,  
           S_EVILEYE,  
           S_EVILEYE2,  
           S_EVILEYE3,  
           S_EVILEYE4,  
           S_FLOATSKULL,  
           S_FLOATSKULL2,  
           S_FLOATSKULL3,  
           S_HEARTCOL,  
           S_HEARTCOL2,  
           S_BLUETORCH,  
           S_BLUETORCH2,  
           S_BLUETORCH3,  
           S_BLUETORCH4,  
           S_GREENTORCH,  
           S_GREENTORCH2,  
           S_GREENTORCH3,  
           S_GREENTORCH4,  
           S_REDTORCH,  
           S_REDTORCH2,  
           S_REDTORCH3,  
           S_REDTORCH4,  
           S_BTORCHSHRT,  
           S_BTORCHSHRT2,  
           S_BTORCHSHRT3,  
           S_BTORCHSHRT4,  
           S_GTORCHSHRT,  
           S_GTORCHSHRT2,  
           S_GTORCHSHRT3,  
           S_GTORCHSHRT4,  
           S_RTORCHSHRT,  
           S_RTORCHSHRT2,  
           S_RTORCHSHRT3,  
           S_RTORCHSHRT4,  
           S_HANGNOGUTS,  
           S_HANGBNOBRAIN,  
           S_HANGTLOOKDN,  
           S_HANGTSKULL,  
           S_HANGTLOOKUP,  
           S_HANGTNOBRAIN,  
           S_COLONGIBS,  
           S_SMALLPOOL,  
           S_BRAINSTEM,  
           S_TECHLAMP,  
           S_TECHLAMP2,  
           S_TECHLAMP3,  
           S_TECHLAMP4,  
           S_TECH2LAMP,  
           S_TECH2LAMP2,  
           S_TECH2LAMP3,  
           S_TECH2LAMP4,  
           NUMSTATES
          } statenum_t;
          
          
          typedef struct
          {
           spritenum_t sprite;
           long frame;
           long tics;
           // void (  *action ) (   );
           actionf_t action;
           statenum_t nextstate;
           long misc1,   misc2;
          } state_t;
          
          extern state_t states[NUMSTATES];
          extern char *sprnames[NUMSPRITES];
          
          
          
          typedef enum {
           MT_PLAYER,  
           MT_POSSESSED,  
           MT_SHOTGUY,  
           MT_VILE,  
           MT_FIRE,  
           MT_UNDEAD,  
           MT_TRACER,  
           MT_SMOKE,  
           MT_FATSO,  
           MT_FATSHOT,  
           MT_CHAINGUY,  
           MT_TROOP,  
           MT_SERGEANT,  
           MT_SHADOWS,  
           MT_HEAD,  
           MT_BRUISER,  
           MT_BRUISERSHOT,  
           MT_KNIGHT,  
           MT_SKULL,  
           MT_SPIDER,  
           MT_BABY,  
           MT_CYBORG,  
           MT_PAIN,  
           MT_WOLFSS,  
           MT_KEEN,  
           MT_BOSSBRAIN,  
           MT_BOSSSPIT,  
           MT_BOSSTARGET,  
           MT_SPAWNSHOT,  
           MT_SPAWNFIRE,  
           MT_BARREL,  
           MT_TROOPSHOT,  
           MT_HEADSHOT,  
           MT_ROCKET,  
           MT_PLASMA,  
           MT_BFG,  
           MT_ARACHPLAZ,  
           MT_PUFF,  
           MT_BLOOD,  
           MT_TFOG,  
           MT_IFOG,  
           MT_TELEPORTMAN,  
           MT_EXTRABFG,  
           MT_MISC0,  
           MT_MISC1,  
           MT_MISC2,  
           MT_MISC3,  
           MT_MISC4,  
           MT_MISC5,  
           MT_MISC6,  
           MT_MISC7,  
           MT_MISC8,  
           MT_MISC9,  
           MT_MISC10,  
           MT_MISC11,  
           MT_MISC12,  
           MT_INV,  
           MT_MISC13,  
           MT_INS,  
           MT_MISC14,  
           MT_MISC15,  
           MT_MISC16,  
           MT_MEGA,  
           MT_CLIP,  
           MT_MISC17,  
           MT_MISC18,  
           MT_MISC19,  
           MT_MISC20,  
           MT_MISC21,  
           MT_MISC22,  
           MT_MISC23,  
           MT_MISC24,  
           MT_MISC25,  
           MT_CHAINGUN,  
           MT_MISC26,  
           MT_MISC27,  
           MT_MISC28,  
           MT_SHOTGUN,  
           MT_SUPERSHOTGUN,  
           MT_MISC29,  
           MT_MISC30,  
           MT_MISC31,  
           MT_MISC32,  
           MT_MISC33,  
           MT_MISC34,  
           MT_MISC35,  
           MT_MISC36,  
           MT_MISC37,  
           MT_MISC38,  
           MT_MISC39,  
           MT_MISC40,  
           MT_MISC41,  
           MT_MISC42,  
           MT_MISC43,  
           MT_MISC44,  
           MT_MISC45,  
           MT_MISC46,  
           MT_MISC47,  
           MT_MISC48,  
           MT_MISC49,  
           MT_MISC50,  
           MT_MISC51,  
           MT_MISC52,  
           MT_MISC53,  
           MT_MISC54,  
           MT_MISC55,  
           MT_MISC56,  
           MT_MISC57,  
           MT_MISC58,  
           MT_MISC59,  
           MT_MISC60,  
           MT_MISC61,  
           MT_MISC62,  
           MT_MISC63,  
           MT_MISC64,  
           MT_MISC65,  
           MT_MISC66,  
           MT_MISC67,  
           MT_MISC68,  
           MT_MISC69,  
           MT_MISC70,  
           MT_MISC71,  
           MT_MISC72,  
           MT_MISC73,  
           MT_MISC74,  
           MT_MISC75,  
           MT_MISC76,  
           MT_MISC77,  
           MT_MISC78,  
           MT_MISC79,  
           MT_MISC80,  
           MT_MISC81,  
           MT_MISC82,  
           MT_MISC83,  
           MT_MISC84,  
           MT_MISC85,  
           MT_MISC86,  
           NUMMOBJTYPES
          
          } mobjtype_t;
          
          typedef struct
          {
           int doomednum;
           int spawnstate;
           int spawnhealth;
           int seestate;
           int seesound;
           int reactiontime;
           int attacksound;
           int painstate;
           int painchance;
           int painsound;
           int meleestate;
           int missilestate;
           int deathstate;
           int xdeathstate;
           int deathsound;
           int speed;
           int radius;
           int height;
           int mass;
           int damage;
           int activesound;
           int flags;
           int raisestate;
          
          } mobjinfo_t;
          
          extern mobjinfo_t mobjinfo[NUMMOBJTYPES];
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

m_argv.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_argv.c,  v 1.1 1997/02/03 22:45:10 b1 Exp $";
          
          
          #include <string.h>
          
          int myargc;
          char** myargv;
          
          
          
          
          //
          // M_CheckParm
          // Checks for the given parameter
          // in the program's command line arguments.
          // Returns the argument number (  1 to argc-1 )
          // or 0 if not present
      41  int M_CheckParm (  char *check )
          {
           int i;
          
           for (  i = 1;i<myargc;i++ )
           {
           if (   !strcasecmp(  check,   myargv[i] )  )
           return i;
           }
          
           return 0;
          }
          
          
          
          

m_argv.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Nil.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __M_ARGV__
          #define __M_ARGV__
          
          //
          // MISC
          //
          extern int myargc;
          extern char** myargv;
          
          // Returns the position of the given parameter
          // in the arg list (  0 if not found ).
      34  int M_CheckParm (  char* check );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

m_bbox.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Main loop menu stuff.
          // Random number LUT.
          // Default Config File.
          // PCX Screenshots.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_bbox.c,  v 1.1 1997/02/03 22:45:10 b1 Exp $";
          
          
          #ifdef __GNUG__
          #pragma implementation "m_bbox.h"
          #endif
          #include "m_bbox.h"
          
          
          
          
      39  void M_ClearBox (  fixed_t *box )
          {
           box[BOXTOP] = box[BOXRIGHT] = MININT;
           box[BOXBOTTOM] = box[BOXLEFT] = MAXINT;
          }
          
          void
      46  M_AddToBox
          (   fixed_t* box,  
           fixed_t x,  
           fixed_t y  )
          {
           if (  x<box[BOXLEFT] )
           box[BOXLEFT] = x;
           else if (  x>box[BOXRIGHT] )
           box[BOXRIGHT] = x;
           if (  y<box[BOXBOTTOM] )
           box[BOXBOTTOM] = y;
           else if (  y>box[BOXTOP] )
           box[BOXTOP] = y;
          }
          
          
          
          
          

m_bbox.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Nil.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __M_BBOX__
          #define __M_BBOX__
          
          #include <values.h>
          
          #include "m_fixed.h"
          
          
          // Bounding box coordinate storage.
          enum
          {
           BOXTOP,  
           BOXBOTTOM,  
           BOXLEFT,  
           BOXRIGHT
          }; // bbox coordinates
          
          // Bounding box functions.
      41  void M_ClearBox (  fixed_t* box );
          
          void
      44  M_AddToBox
          (   fixed_t* box,  
           fixed_t x,  
           fixed_t y  );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

m_cheat.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Cheat sequence checking.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: m_cheat.c,  v 1.1 1997/02/03 21:24:34 b1 Exp $";
          
          #include "m_cheat.h"
          
          //
          // CHEAT SEQUENCE PACKAGE
          //
          
          static int firsttime = 1;
          static unsigned char cheat_xlate_table[256];
          
          
          //
          // Called in st_stuff module,   which handles the input.
          // Returns a 1 if the cheat was successful,   0 if failed.
          //
          int
      43  cht_CheckCheat
          (   cheatseq_t* cht,  
           char key  )
          {
           int i;
           int rc = 0;
          
           if (  firsttime )
           {
           firsttime = 0;
           for (  i=0;i<256;i++ ) cheat_xlate_table[i] = SCRAMBLE(  i );
           }
          
           if (  !cht->p )
           cht->p = cht->sequence; // initialize if first time
          
           if (  *cht->p == 0 )
           *(  cht->p++ ) = key;
           else if
           (  cheat_xlate_table[(  unsigned char )key] == *cht->p ) cht->p++;
           else
           cht->p = cht->sequence;
          
           if (  *cht->p == 1 )
           cht->p++;
           else if (  *cht->p == 0xff ) // end of sequence character
           {
           cht->p = cht->sequence;
           rc = 1;
           }
          
           return rc;
          }
          
          void
      78  cht_GetParam
          (   cheatseq_t* cht,  
           char* buffer  )
          {
          
           unsigned char *p,   c;
          
           p = cht->sequence;
           while (  *(  p++ ) != 1 );
          
           do
           {
           c = *p;
           *(  buffer++ ) = c;
           *(  p++ ) = 0;
           }
           while (  c && *p!=0xff  );
          
           if (  *p==0xff )
           *buffer = 0;
          
          }
          
          

m_cheat.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Cheat code checking.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __M_CHEAT__
          #define __M_CHEAT__
          
          //
          // CHEAT SEQUENCE PACKAGE
          //
          
          #define SCRAMBLE(  a ) \
          (  (  (  (  a )&1 )<<7 ) + (  (  (  a )&2 )<<5 ) + (  (  a )&4 ) + (  (  (  a )&8 )<<1 ) \
           + (  (  (  a )&16 )>>1 ) + (  (  a )&32 ) + (  (  (  a )&64 )>>5 ) + (  (  (  a )&128 )>>7 ) )
          
          typedef struct
          {
           unsigned char* sequence;
           unsigned char* p;
          
          } cheatseq_t;
      40  
          int
          cht_CheckCheat
          (   cheatseq_t* cht,  
           char key  );
          
      46  
          void
          cht_GetParam
          (   cheatseq_t* cht,  
           char* buffer  );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

m_fixed.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Fixed point implementation.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: m_bbox.c,  v 1.1 1997/02/03 22:45:10 b1 Exp $";
          
          #include "stdlib.h"
          
          #include "doomtype.h"
          #include "i_system.h"
          
          #ifdef __GNUG__
          #pragma implementation "m_fixed.h"
          #endif
          #include "m_fixed.h"
          
          
          
          
          // Fixme. __USE_C_FIXED__ or something.
          
          fixed_t
      44  FixedMul
          (   fixed_t a,  
           fixed_t b  )
          {
           return (  (  long long ) a * (  long long ) b ) >> FRACBITS;
          }
          
          
          
          //
          // FixedDiv,   C version.
          //
          
          fixed_t
      58  FixedDiv
          (   fixed_t a,  
           fixed_t b  )
          {
           if (   (  abs(  a )>>14 ) >= abs(  b ) )
           return (  a^b )<0 ? MININT : MAXINT;
           return FixedDiv2 (  a,  b );
          }
          
          
          
          fixed_t
      70  FixedDiv2
          (   fixed_t a,  
           fixed_t b  )
          {
          #if 0
           long long c;
           c = (  (  long long )a<<16 ) / (  (  long long )b );
           return (  fixed_t ) c;
          #endif
          
           double c;
          
           c = (  (  double )a ) / (  (  double )b ) * FRACUNIT;
          
           if (  c >= 2147483648.0 || c < -2147483648.0 )
           I_Error(  "FixedDiv: divide by zero" );
           return (  fixed_t ) c;
          }

m_fixed.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Fixed point arithemtics,   implementation.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __M_FIXED__
          #define __M_FIXED__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          //
          // Fixed point,   32bit as 16.16.
          //
          #define FRACBITS 16
          #define FRACUNIT (  1<<FRACBITS )
          
          typedef int fixed_t;
          
      40  fixed_t FixedMul (  fixed_t a,   fixed_t b );
      41  fixed_t FixedDiv (  fixed_t a,   fixed_t b );
      42  fixed_t FixedDiv2 (  fixed_t a,   fixed_t b );
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

m_menu.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // DOOM selection menu,   options,   episode etc.
          // Sliders and icons. Kinda widget stuff.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_menu.c,  v 1.7 1997/02/03 22:45:10 b1 Exp $";
          
          #include <unistd.h>
          #include <sys/types.h>
          #include <sys/stat.h>
          #include <fcntl.h>
          #include <stdlib.h>
          #include <ctype.h>
          
          
          #include "doomdef.h"
          #include "dstrings.h"
          
          #include "d_main.h"
          
          #include "i_system.h"
          #include "i_video.h"
          #include "z_zone.h"
          #include "v_video.h"
          #include "w_wad.h"
          
          #include "r_local.h"
          
          
          #include "hu_stuff.h"
          
          #include "g_game.h"
          
          #include "m_argv.h"
          #include "m_swap.h"
          
          #include "s_sound.h"
          
          #include "doomstat.h"
          
          // Data.
          #include "sounds.h"
          
          #include "m_menu.h"
          
          
          
          extern patch_t* hu_font[HU_FONTSIZE];
          extern boolean message_dontfuckwithme;
          
          extern boolean chat_on; // in heads-up code
          
          //
          // defaulted values
          //
          int mouseSensitivity; // has default
          
          // Show messages has default,   0 = off,   1 = on
          int showMessages;
          
          
          // Blocky mode,   has default,   0 = high,   1 = normal
          int detailLevel;
          int screenblocks; // has default
          
          // temp for screenblocks (  0-9 )
          int screenSize;
          
          // -1 = no quicksave slot picked!
          int quickSaveSlot;
          
           // 1 = message to be printed
          int messageToPrint;
          // ...and here is the message string!
          char* messageString;
          
          // message x & y
          int messx;
          int messy;
          int messageLastMenuActive;
          
          // timed message = no input from user
          boolean messageNeedsInput;
          
          void (  *messageRoutine )(  int response );
          
          #define SAVESTRINGSIZE 24
          
          char gammamsg[5][26] =
          {
           GAMMALVL0,  
           GAMMALVL1,  
           GAMMALVL2,  
           GAMMALVL3,  
           GAMMALVL4
          };
          
          // we are going to be entering a savegame string
          int saveStringEnter;
          int saveSlot; // which slot to save in
          int saveCharIndex; // which char we're editing
          // old save description before edit
          char saveOldString[SAVESTRINGSIZE];
          
          boolean inhelpscreens;
          boolean menuactive;
          
          #define SKULLXOFF -32
          #define LINEHEIGHT 16
          
          extern boolean sendpause;
          char savegamestrings[10][SAVESTRINGSIZE];
          
          char endstring[160];
          
          
          //
          // MENU TYPEDEFS
          //
          typedef struct
          {
           // 0 = no cursor here,   1 = ok,   2 = arrows ok
           short status;
          
           char name[10];
          
           // choice = menu item #.
           // if status = 2,  
           // choice=0:leftarrow,  1:rightarrow
           void (  *routine )(  int choice );
          
           // hotkey in menu
           char alphaKey;
          } menuitem_t;
          
          
          
          typedef struct menu_s
          {
           short numitems; // # of menu items
           struct menu_s* prevMenu; // previous menu
           menuitem_t* menuitems; // menu items
           void (  *routine )(   ); // draw routine
           short x;
           short y; // x,  y of menu
           short lastOn; // last item user was on in menu
          } menu_t;
          
          short itemOn; // menu item skull is on
          short skullAnimCounter; // skull animation counter
          short whichSkull; // which skull to draw
          
          // graphic name of skulls
          // warning: initializer-string for array of chars is too long
          char skullName[2][/*8*/9] = {"M_SKULL1",  "M_SKULL2"};
          
          // current menudef
          menu_t* currentMenu;
          
          //
          // PROTOTYPES
          //
     183  void M_NewGame(  int choice );
     184  void M_Episode(  int choice );
     185  void M_ChooseSkill(  int choice );
     186  void M_LoadGame(  int choice );
     187  void M_SaveGame(  int choice );
     188  void M_Options(  int choice );
     189  void M_EndGame(  int choice );
     190  void M_ReadThis(  int choice );
     191  void M_ReadThis2(  int choice );
     192  void M_QuitDOOM(  int choice );
          
     194  void M_ChangeMessages(  int choice );
     195  void M_ChangeSensitivity(  int choice );
     196  void M_SfxVol(  int choice );
     197  void M_MusicVol(  int choice );
     198  void M_ChangeDetail(  int choice );
     199  void M_SizeDisplay(  int choice );
     200  void M_StartGame(  int choice );
     201  void M_Sound(  int choice );
          
     203  void M_FinishReadThis(  int choice );
     204  void M_LoadSelect(  int choice );
     205  void M_SaveSelect(  int choice );
     206  void M_ReadSaveStrings(  void );
     207  void M_QuickSave(  void );
     208  void M_QuickLoad(  void );
          
     210  void M_DrawMainMenu(  void );
     211  void M_DrawReadThis1(  void );
     212  void M_DrawReadThis2(  void );
     213  void M_DrawNewGame(  void );
     214  void M_DrawEpisode(  void );
     215  void M_DrawOptions(  void );
     216  void M_DrawSound(  void );
     217  void M_DrawLoad(  void );
     218  void M_DrawSave(  void );
          
     220  void M_DrawSaveLoadBorder(  int x,  int y );
     221  void M_SetupNextMenu(  menu_t *menudef );
     222  void M_DrawThermo(  int x,  int y,  int thermWidth,  int thermDot );
     223  void M_DrawEmptyCell(  menu_t *menu,  int item );
     224  void M_DrawSelCell(  menu_t *menu,  int item );
     225  void M_WriteText(  int x,   int y,   char *string );
     226  int M_StringWidth(  char *string );
     227  int M_StringHeight(  char *string );
     228  void M_StartControlPanel(  void );
     229  void M_StartMessage(  char *string,  void *routine,  boolean input );
     230  void M_StopMessage(  void );
     231  void M_ClearMenus (  void );
          
          
          
          
          //
          // DOOM MENU
          //
          enum
          {
           newgame = 0,  
           options,  
           loadgame,  
           savegame,  
           readthis,  
           quitdoom,  
           main_end
          } main_e;
          
          menuitem_t MainMenu[]=
          {
           {1,  "M_NGAME",  M_NewGame,  'n'},  
           {1,  "M_OPTION",  M_Options,  'o'},  
           {1,  "M_LOADG",  M_LoadGame,  'l'},  
           {1,  "M_SAVEG",  M_SaveGame,  's'},  
           // Another hickup with Special edition.
           {1,  "M_RDTHIS",  M_ReadThis,  'r'},  
           {1,  "M_QUITG",  M_QuitDOOM,  'q'}
          };
          
          menu_t MainDef =
          {
           main_end,  
           NULL,  
           MainMenu,  
           M_DrawMainMenu,  
           97,  64,  
           0
          };
          
          
          //
          // EPISODE SELECT
          //
          enum
          {
           ep1,  
           ep2,  
           ep3,  
           ep4,  
           ep_end
          } episodes_e;
          
          menuitem_t EpisodeMenu[]=
          {
           {1,  "M_EPI1",   M_Episode,  'k'},  
           {1,  "M_EPI2",   M_Episode,  't'},  
           {1,  "M_EPI3",   M_Episode,  'i'},  
           {1,  "M_EPI4",   M_Episode,  't'}
          };
          
          menu_t EpiDef =
          {
           ep_end,   // # of menu items
           &MainDef,   // previous menu
           EpisodeMenu,   // menuitem_t ->
           M_DrawEpisode,   // drawing routine ->
           48,  63,   // x,  y
           ep1 // lastOn
          };
          
          //
          // NEW GAME
          //
          enum
          {
           killthings,  
           toorough,  
           hurtme,  
           violence,  
           nightmare,  
           newg_end
          } newgame_e;
          
          menuitem_t NewGameMenu[]=
          {
           {1,  "M_JKILL",   M_ChooseSkill,   'i'},  
           {1,  "M_ROUGH",   M_ChooseSkill,   'h'},  
           {1,  "M_HURT",   M_ChooseSkill,   'h'},  
           {1,  "M_ULTRA",   M_ChooseSkill,   'u'},  
           {1,  "M_NMARE",   M_ChooseSkill,   'n'}
          };
          
          menu_t NewDef =
          {
           newg_end,   // # of menu items
           &EpiDef,   // previous menu
           NewGameMenu,   // menuitem_t ->
           M_DrawNewGame,   // drawing routine ->
           48,  63,   // x,  y
           hurtme // lastOn
          };
          
          
          
          //
          // OPTIONS MENU
          //
          enum
          {
           endgame,  
           messages,  
           detail,  
           scrnsize,  
           option_empty1,  
           mousesens,  
           option_empty2,  
           soundvol,  
           opt_end
          } options_e;
          
          menuitem_t OptionsMenu[]=
          {
           {1,  "M_ENDGAM",   M_EndGame,  'e'},  
           {1,  "M_MESSG",   M_ChangeMessages,  'm'},  
           {1,  "M_DETAIL",   M_ChangeDetail,  'g'},  
           {2,  "M_SCRNSZ",   M_SizeDisplay,  's'},  
           {-1,  "",  0},  
           {2,  "M_MSENS",   M_ChangeSensitivity,  'm'},  
           {-1,  "",  0},  
           {1,  "M_SVOL",   M_Sound,  's'}
          };
          
          menu_t OptionsDef =
          {
           opt_end,  
           &MainDef,  
           OptionsMenu,  
           M_DrawOptions,  
           60,  37,  
           0
          };
          
          //
          // Read This! MENU 1 & 2
          //
          enum
          {
           rdthsempty1,  
           read1_end
          } read_e;
          
          menuitem_t ReadMenu1[] =
          {
           {1,  "",  M_ReadThis2,  0}
          };
          
          menu_t ReadDef1 =
          {
           read1_end,  
           &MainDef,  
           ReadMenu1,  
           M_DrawReadThis1,  
           280,  185,  
           0
          };
          
          enum
          {
           rdthsempty2,  
           read2_end
          } read_e2;
          
          menuitem_t ReadMenu2[]=
          {
           {1,  "",  M_FinishReadThis,  0}
          };
          
          menu_t ReadDef2 =
          {
           read2_end,  
           &ReadDef1,  
           ReadMenu2,  
           M_DrawReadThis2,  
           330,  175,  
           0
          };
          
          //
          // SOUND VOLUME MENU
          //
          enum
          {
           sfx_vol,  
           sfx_empty1,  
           music_vol,  
           sfx_empty2,  
           sound_end
          } sound_e;
          
          menuitem_t SoundMenu[]=
          {
           {2,  "M_SFXVOL",  M_SfxVol,  's'},  
           {-1,  "",  0},  
           {2,  "M_MUSVOL",  M_MusicVol,  'm'},  
           {-1,  "",  0}
          };
          
          menu_t SoundDef =
          {
           sound_end,  
           &OptionsDef,  
           SoundMenu,  
           M_DrawSound,  
           80,  64,  
           0
          };
          
          //
          // LOAD GAME MENU
          //
          enum
          {
           load1,  
           load2,  
           load3,  
           load4,  
           load5,  
           load6,  
           load_end
          } load_e;
          
          menuitem_t LoadMenu[]=
          {
           {1,  "",   M_LoadSelect,  '1'},  
           {1,  "",   M_LoadSelect,  '2'},  
           {1,  "",   M_LoadSelect,  '3'},  
           {1,  "",   M_LoadSelect,  '4'},  
           {1,  "",   M_LoadSelect,  '5'},  
           {1,  "",   M_LoadSelect,  '6'}
          };
          
          menu_t LoadDef =
          {
           load_end,  
           &MainDef,  
           LoadMenu,  
           M_DrawLoad,  
           80,  54,  
           0
          };
          
          //
          // SAVE GAME MENU
          //
          menuitem_t SaveMenu[]=
          {
           {1,  "",   M_SaveSelect,  '1'},  
           {1,  "",   M_SaveSelect,  '2'},  
           {1,  "",   M_SaveSelect,  '3'},  
           {1,  "",   M_SaveSelect,  '4'},  
           {1,  "",   M_SaveSelect,  '5'},  
           {1,  "",   M_SaveSelect,  '6'}
          };
          
          menu_t SaveDef =
          {
           load_end,  
           &MainDef,  
           SaveMenu,  
           M_DrawSave,  
           80,  54,  
           0
          };
          
          
          //
          // M_ReadSaveStrings
          // read the strings from the savegame files
          //
     511  void M_ReadSaveStrings(  void )
          {
           int handle;
           int count;
           int i;
           char name[256];
          
           for (  i = 0;i < load_end;i++ )
           {
           if (  M_CheckParm(  "-cdrom" ) )
           sprintf(  name,  "c:\\doomdata\\"SAVEGAMENAME"%d.dsg",  i );
           else
           sprintf(  name,  SAVEGAMENAME"%d.dsg",  i );
          
           handle = open (  name,   O_RDONLY | 0,   0666 );
           if (  handle == -1 )
           {
           strcpy(  &savegamestrings[i][0],  EMPTYSTRING );
           LoadMenu[i].status = 0;
           continue;
           }
           count = read (  handle,   &savegamestrings[i],   SAVESTRINGSIZE );
           close (  handle );
           LoadMenu[i].status = 1;
           }
          }
          
          
          //
          // M_LoadGame & Cie.
          //
     542  void M_DrawLoad(  void )
          {
           int i;
          
           V_DrawPatchDirect (  72,  28,  0,  W_CacheLumpName(  "M_LOADG",  PU_CACHE ) );
           for (  i = 0;i < load_end; i++ )
           {
           M_DrawSaveLoadBorder(  LoadDef.x,  LoadDef.y+LINEHEIGHT*i );
           M_WriteText(  LoadDef.x,  LoadDef.y+LINEHEIGHT*i,  savegamestrings[i] );
           }
          }
          
          
          
          //
          // Draw border for the savegame description
          //
     559  void M_DrawSaveLoadBorder(  int x,  int y )
          {
           int i;
          
           V_DrawPatchDirect (  x-8,  y+7,  0,  W_CacheLumpName(  "M_LSLEFT",  PU_CACHE ) );
          
           for (  i = 0;i < 24;i++ )
           {
           V_DrawPatchDirect (  x,  y+7,  0,  W_CacheLumpName(  "M_LSCNTR",  PU_CACHE ) );
           x += 8;
           }
          
           V_DrawPatchDirect (  x,  y+7,  0,  W_CacheLumpName(  "M_LSRGHT",  PU_CACHE ) );
          }
          
          
          
          //
          // User wants to load this game
          //
     579  void M_LoadSelect(  int choice )
          {
           char name[256];
          
           if (  M_CheckParm(  "-cdrom" ) )
           sprintf(  name,  "c:\\doomdata\\"SAVEGAMENAME"%d.dsg",  choice );
           else
           sprintf(  name,  SAVEGAMENAME"%d.dsg",  choice );
           G_LoadGame (  name );
           M_ClearMenus (   );
          }
          
          //
          // Selected from DOOM menu
          //
     594  void M_LoadGame (  int choice )
          {
           if (  netgame )
           {
           M_StartMessage(  LOADNET,  NULL,  false );
           return;
           }
          
           M_SetupNextMenu(  &LoadDef );
           M_ReadSaveStrings(   );
          }
          
          
          //
          // M_SaveGame & Cie.
          //
     610  void M_DrawSave(  void )
          {
           int i;
          
           V_DrawPatchDirect (  72,  28,  0,  W_CacheLumpName(  "M_SAVEG",  PU_CACHE ) );
           for (  i = 0;i < load_end; i++ )
           {
           M_DrawSaveLoadBorder(  LoadDef.x,  LoadDef.y+LINEHEIGHT*i );
           M_WriteText(  LoadDef.x,  LoadDef.y+LINEHEIGHT*i,  savegamestrings[i] );
           }
          
           if (  saveStringEnter )
           {
           i = M_StringWidth(  savegamestrings[saveSlot] );
           M_WriteText(  LoadDef.x + i,  LoadDef.y+LINEHEIGHT*saveSlot,  "_" );
           }
          }
          
          //
          // M_Responder calls this when user is finished
          //
     631  void M_DoSave(  int slot )
          {
           G_SaveGame (  slot,  savegamestrings[slot] );
           M_ClearMenus (   );
          
           // PICK QUICKSAVE SLOT YET?
           if (  quickSaveSlot == -2 )
           quickSaveSlot = slot;
          }
          
          //
          // User wants to save. Start string input for M_Responder
          //
     644  void M_SaveSelect(  int choice )
          {
           // we are going to be intercepting all chars
           saveStringEnter = 1;
          
           saveSlot = choice;
           strcpy(  saveOldString,  savegamestrings[choice] );
           if (  !strcmp(  savegamestrings[choice],  EMPTYSTRING ) )
           savegamestrings[choice][0] = 0;
           saveCharIndex = strlen(  savegamestrings[choice] );
          }
          
          //
          // Selected from DOOM menu
          //
     659  void M_SaveGame (  int choice )
          {
           if (  !usergame )
           {
           M_StartMessage(  SAVEDEAD,  NULL,  false );
           return;
           }
          
           if (  gamestate != GS_LEVEL )
           return;
          
           M_SetupNextMenu(  &SaveDef );
           M_ReadSaveStrings(   );
          }
          
          
          
          //
          // M_QuickSave
          //
          char tempstring[80];
          
     681  void M_QuickSaveResponse(  int ch )
          {
           if (  ch == 'y' )
           {
           M_DoSave(  quickSaveSlot );
           S_StartSound(  NULL,  sfx_swtchx );
           }
          }
          
     690  void M_QuickSave(  void )
          {
           if (  !usergame )
           {
           S_StartSound(  NULL,  sfx_oof );
           return;
           }
          
           if (  gamestate != GS_LEVEL )
           return;
          
           if (  quickSaveSlot < 0 )
           {
           M_StartControlPanel(   );
           M_ReadSaveStrings(   );
           M_SetupNextMenu(  &SaveDef );
           quickSaveSlot = -2; // means to pick a slot now
           return;
           }
           sprintf(  tempstring,  QSPROMPT,  savegamestrings[quickSaveSlot] );
           M_StartMessage(  tempstring,  M_QuickSaveResponse,  true );
          }
          
          
          
          //
          // M_QuickLoad
          //
     718  void M_QuickLoadResponse(  int ch )
          {
           if (  ch == 'y' )
           {
           M_LoadSelect(  quickSaveSlot );
           S_StartSound(  NULL,  sfx_swtchx );
           }
          }
          
          
     728  void M_QuickLoad(  void )
          {
           if (  netgame )
           {
           M_StartMessage(  QLOADNET,  NULL,  false );
           return;
           }
          
           if (  quickSaveSlot < 0 )
           {
           M_StartMessage(  QSAVESPOT,  NULL,  false );
           return;
           }
           sprintf(  tempstring,  QLPROMPT,  savegamestrings[quickSaveSlot] );
           M_StartMessage(  tempstring,  M_QuickLoadResponse,  true );
          }
          
          
          
          
          //
          // Read This Menus
          // Had a "quick hack to fix romero bug"
          //
     752  void M_DrawReadThis1(  void )
          {
           inhelpscreens = true;
           switch (   gamemode  )
           {
           case commercial:
           V_DrawPatchDirect (  0,  0,  0,  W_CacheLumpName(  "HELP",  PU_CACHE ) );
           break;
           case shareware:
           case registered:
           case retail:
           V_DrawPatchDirect (  0,  0,  0,  W_CacheLumpName(  "HELP1",  PU_CACHE ) );
           break;
           default:
           break;
           }
           return;
          }
          
          
          
          //
          // Read This Menus - optional second page.
          //
     776  void M_DrawReadThis2(  void )
          {
           inhelpscreens = true;
           switch (   gamemode  )
           {
           case retail:
           case commercial:
           // This hack keeps us from having to change menus.
           V_DrawPatchDirect (  0,  0,  0,  W_CacheLumpName(  "CREDIT",  PU_CACHE ) );
           break;
           case shareware:
           case registered:
           V_DrawPatchDirect (  0,  0,  0,  W_CacheLumpName(  "HELP2",  PU_CACHE ) );
           break;
           default:
           break;
           }
           return;
          }
          
          
          //
          // Change Sfx & Music volumes
          //
     800  void M_DrawSound(  void )
          {
           V_DrawPatchDirect (  60,  38,  0,  W_CacheLumpName(  "M_SVOL",  PU_CACHE ) );
          
           M_DrawThermo(  SoundDef.x,  SoundDef.y+LINEHEIGHT*(  sfx_vol+1 ),  
           16,  snd_SfxVolume );
          
           M_DrawThermo(  SoundDef.x,  SoundDef.y+LINEHEIGHT*(  music_vol+1 ),  
           16,  snd_MusicVolume );
          }
          
     811  void M_Sound(  int choice )
          {
           M_SetupNextMenu(  &SoundDef );
          }
          
     816  void M_SfxVol(  int choice )
          {
           switch(  choice )
           {
           case 0:
           if (  snd_SfxVolume )
           snd_SfxVolume--;
           break;
           case 1:
           if (  snd_SfxVolume < 15 )
           snd_SfxVolume++;
           break;
           }
          
           S_SetSfxVolume(  snd_SfxVolume /* *8 */ );
          }
          
     833  void M_MusicVol(  int choice )
          {
           switch(  choice )
           {
           case 0:
           if (  snd_MusicVolume )
           snd_MusicVolume--;
           break;
           case 1:
           if (  snd_MusicVolume < 15 )
           snd_MusicVolume++;
           break;
           }
          
           S_SetMusicVolume(  snd_MusicVolume /* *8 */ );
          }
          
          
          
          
          //
          // M_DrawMainMenu
          //
     856  void M_DrawMainMenu(  void )
          {
           V_DrawPatchDirect (  94,  2,  0,  W_CacheLumpName(  "M_DOOM",  PU_CACHE ) );
          }
          
          
          
          
          //
          // M_NewGame
          //
     867  void M_DrawNewGame(  void )
          {
           V_DrawPatchDirect (  96,  14,  0,  W_CacheLumpName(  "M_NEWG",  PU_CACHE ) );
           V_DrawPatchDirect (  54,  38,  0,  W_CacheLumpName(  "M_SKILL",  PU_CACHE ) );
          }
          
     873  void M_NewGame(  int choice )
          {
           if (  netgame && !demoplayback )
           {
           M_StartMessage(  NEWGAME,  NULL,  false );
           return;
           }
          
           if (   gamemode == commercial  )
           M_SetupNextMenu(  &NewDef );
           else
           M_SetupNextMenu(  &EpiDef );
          }
          
          
          //
          // M_Episode
          //
          int epi;
          
     893  void M_DrawEpisode(  void )
          {
           V_DrawPatchDirect (  54,  38,  0,  W_CacheLumpName(  "M_EPISOD",  PU_CACHE ) );
          }
          
     898  void M_VerifyNightmare(  int ch )
          {
           if (  ch != 'y' )
           return;
          
           G_DeferedInitNew(  nightmare,  epi+1,  1 );
           M_ClearMenus (   );
          }
          
     907  void M_ChooseSkill(  int choice )
          {
           if (  choice == nightmare )
           {
           M_StartMessage(  NIGHTMARE,  M_VerifyNightmare,  true );
           return;
           }
          
           G_DeferedInitNew(  choice,  epi+1,  1 );
           M_ClearMenus (   );
          }
          
     919  void M_Episode(  int choice )
          {
           if (   (  gamemode == shareware )
           && choice )
           {
           M_StartMessage(  SWSTRING,  NULL,  false );
           M_SetupNextMenu(  &ReadDef1 );
           return;
           }
          
           // Yet another hack...
           if (   (  gamemode == registered )
           && (  choice > 2 ) )
           {
           fprintf(   stderr,  
           "M_Episode: 4th episode requires UltimateDOOM\n" );
           choice = 0;
           }
          
           epi = choice;
           M_SetupNextMenu(  &NewDef );
          }
          
          
          
          //
          // M_Options
          //
          char detailNames[2][9] = {"M_GDHIGH",  "M_GDLOW"};
          char msgNames[2][9] = {"M_MSGOFF",  "M_MSGON"};
          
          
     951  void M_DrawOptions(  void )
          {
           V_DrawPatchDirect (  108,  15,  0,  W_CacheLumpName(  "M_OPTTTL",  PU_CACHE ) );
          
           V_DrawPatchDirect (  OptionsDef.x + 175,  OptionsDef.y+LINEHEIGHT*detail,  0,  
           W_CacheLumpName(  detailNames[detailLevel],  PU_CACHE ) );
          
           V_DrawPatchDirect (  OptionsDef.x + 120,  OptionsDef.y+LINEHEIGHT*messages,  0,  
           W_CacheLumpName(  msgNames[showMessages],  PU_CACHE ) );
          
           M_DrawThermo(  OptionsDef.x,  OptionsDef.y+LINEHEIGHT*(  mousesens+1 ),  
           10,  mouseSensitivity );
          
           M_DrawThermo(  OptionsDef.x,  OptionsDef.y+LINEHEIGHT*(  scrnsize+1 ),  
           9,  screenSize );
          }
          
     968  void M_Options(  int choice )
          {
           M_SetupNextMenu(  &OptionsDef );
          }
          
          
          
          //
          // Toggle messages on/off
          //
     978  void M_ChangeMessages(  int choice )
          {
           // warning: unused parameter `int choice'
           choice = 0;
           showMessages = 1 - showMessages;
          
           if (  !showMessages )
           players[consoleplayer].message = MSGOFF;
           else
           players[consoleplayer].message = MSGON ;
          
           message_dontfuckwithme = true;
          }
          
          
          //
          // M_EndGame
          //
     996  void M_EndGameResponse(  int ch )
          {
           if (  ch != 'y' )
           return;
          
           currentMenu->lastOn = itemOn;
           M_ClearMenus (   );
           D_StartTitle (   );
          }
          
    1006  void M_EndGame(  int choice )
          {
           choice = 0;
           if (  !usergame )
           {
           S_StartSound(  NULL,  sfx_oof );
           return;
           }
          
           if (  netgame )
           {
           M_StartMessage(  NETEND,  NULL,  false );
           return;
           }
          
           M_StartMessage(  ENDGAME,  M_EndGameResponse,  true );
          }
          
          
          
          
          //
          // M_ReadThis
          //
    1030  void M_ReadThis(  int choice )
          {
           choice = 0;
           M_SetupNextMenu(  &ReadDef1 );
          }
          
    1036  void M_ReadThis2(  int choice )
          {
           choice = 0;
           M_SetupNextMenu(  &ReadDef2 );
          }
          
    1042  void M_FinishReadThis(  int choice )
          {
           choice = 0;
           M_SetupNextMenu(  &MainDef );
          }
          
          
          
          
          //
          // M_QuitDOOM
          //
          int quitsounds[8] =
          {
           sfx_pldeth,  
           sfx_dmpain,  
           sfx_popain,  
           sfx_slop,  
           sfx_telept,  
           sfx_posit1,  
           sfx_posit3,  
           sfx_sgtatk
          };
          
          int quitsounds2[8] =
          {
           sfx_vilact,  
           sfx_getpow,  
           sfx_boscub,  
           sfx_slop,  
           sfx_skeswg,  
           sfx_kntdth,  
           sfx_bspact,  
           sfx_sgtatk
          };
          
          
          
    1080  void M_QuitResponse(  int ch )
          {
           if (  ch != 'y' )
           return;
           if (  !netgame )
           {
           if (  gamemode == commercial )
           S_StartSound(  NULL,  quitsounds2[(  gametic>>2 )&7] );
           else
           S_StartSound(  NULL,  quitsounds[(  gametic>>2 )&7] );
           I_WaitVBL(  105 );
           }
           I_Quit (   );
          }
          
          
          
          
    1098  void M_QuitDOOM(  int choice )
          {
           // We pick index 0 which is language sensitive,  
           // or one at random,   between 1 and maximum number.
           if (  language != english  )
           sprintf(  endstring,  "%s\n\n"DOSY,   endmsg[0]  );
           else
           sprintf(  endstring,  "%s\n\n"DOSY,   endmsg[ (  gametic%(  NUM_QUITMESSAGES-2 ) )+1 ] );
          
           M_StartMessage(  endstring,  M_QuitResponse,  true );
          }
          
          
          
          
    1113  void M_ChangeSensitivity(  int choice )
          {
           switch(  choice )
           {
           case 0:
           if (  mouseSensitivity )
           mouseSensitivity--;
           break;
           case 1:
           if (  mouseSensitivity < 9 )
           mouseSensitivity++;
           break;
           }
          }
          
          
          
          
    1131  void M_ChangeDetail(  int choice )
          {
           choice = 0;
           detailLevel = 1 - detailLevel;
          
           // FIXME - does not work. Remove anyway?
           fprintf(   stderr,   "M_ChangeDetail: low detail mode n.a.\n" );
          
           return;
          
           /*R_SetViewSize (  screenblocks,   detailLevel );
          
           if (  !detailLevel )
           players[consoleplayer].message = DETAILHI;
           else
           players[consoleplayer].message = DETAILLO;*/
          }
          
          
          
          
    1152  void M_SizeDisplay(  int choice )
          {
           switch(  choice )
           {
           case 0:
           if (  screenSize > 0 )
           {
           screenblocks--;
           screenSize--;
           }
           break;
           case 1:
           if (  screenSize < 8 )
           {
           screenblocks++;
           screenSize++;
           }
           break;
           }
          
          
           R_SetViewSize (  screenblocks,   detailLevel );
          }
          
          
          
          
          //
          // Menu Functions
          //
          void
    1183  M_DrawThermo
          (   int x,  
           int y,  
           int thermWidth,  
           int thermDot  )
          {
           int xx;
           int i;
          
           xx = x;
           V_DrawPatchDirect (  xx,  y,  0,  W_CacheLumpName(  "M_THERML",  PU_CACHE ) );
           xx += 8;
           for (  i=0;i<thermWidth;i++ )
           {
           V_DrawPatchDirect (  xx,  y,  0,  W_CacheLumpName(  "M_THERMM",  PU_CACHE ) );
           xx += 8;
           }
           V_DrawPatchDirect (  xx,  y,  0,  W_CacheLumpName(  "M_THERMR",  PU_CACHE ) );
          
           V_DrawPatchDirect (  (  x+8 ) + thermDot*8,  y,  
           0,  W_CacheLumpName(  "M_THERMO",  PU_CACHE ) );
          }
          
          
          
          void
    1209  M_DrawEmptyCell
          (   menu_t* menu,  
           int item  )
          {
           V_DrawPatchDirect (  menu->x - 10,   menu->y+item*LINEHEIGHT - 1,   0,  
           W_CacheLumpName(  "M_CELL1",  PU_CACHE ) );
          }
          
          void
    1218  M_DrawSelCell
          (   menu_t* menu,  
           int item  )
          {
           V_DrawPatchDirect (  menu->x - 10,   menu->y+item*LINEHEIGHT - 1,   0,  
           W_CacheLumpName(  "M_CELL2",  PU_CACHE ) );
          }
          
          
          void
    1228  M_StartMessage
          (   char* string,  
           void* routine,  
           boolean input  )
          {
           messageLastMenuActive = menuactive;
           messageToPrint = 1;
           messageString = string;
           messageRoutine = routine;
           messageNeedsInput = input;
           menuactive = true;
           return;
          }
          
          
          
    1244  void M_StopMessage(  void )
          {
           menuactive = messageLastMenuActive;
           messageToPrint = 0;
          }
          
          
          
          //
          // Find string width from hu_font chars
          //
    1255  int M_StringWidth(  char* string )
          {
           int i;
           int w = 0;
           int c;
          
           for (  i = 0;i < strlen(  string );i++ )
           {
           c = toupper(  string[i] ) - HU_FONTSTART;
           if (  c < 0 || c >= HU_FONTSIZE )
           w += 4;
           else
           w += SHORT (  hu_font[c]->width );
           }
          
           return w;
          }
          
          
          
          //
          // Find string height from hu_font chars
          //
    1278  int M_StringHeight(  char* string )
          {
           int i;
           int h;
           int height = SHORT(  hu_font[0]->height );
          
           h = height;
           for (  i = 0;i < strlen(  string );i++ )
           if (  string[i] == '\n' )
           h += height;
          
           return h;
          }
          
          
          //
          // Write a string using the hu_font
          //
          void
    1297  M_WriteText
          (   int x,  
           int y,  
           char* string )
          {
           int w;
           char* ch;
           int c;
           int cx;
           int cy;
          
          
           ch = string;
           cx = x;
           cy = y;
          
           while(  1 )
           {
           c = *ch++;
           if (  !c )
           break;
           if (  c == '\n' )
           {
           cx = x;
           cy += 12;
           continue;
           }
          
           c = toupper(  c ) - HU_FONTSTART;
           if (  c < 0 || c>= HU_FONTSIZE )
           {
           cx += 4;
           continue;
           }
          
           w = SHORT (  hu_font[c]->width );
           if (  cx+w > SCREENWIDTH )
           break;
           V_DrawPatchDirect(  cx,   cy,   0,   hu_font[c] );
           cx+=w;
           }
          }
          
          
          
          //
          // CONTROL PANEL
          //
          
          //
          // M_Responder
          //
    1349  boolean M_Responder (  event_t* ev )
          {
           int ch;
           int i;
           static int joywait = 0;
           static int mousewait = 0;
           static int mousey = 0;
           static int lasty = 0;
           static int mousex = 0;
           static int lastx = 0;
          
           ch = -1;
          
           if (  ev->type == ev_joystick && joywait < I_GetTime(   ) )
           {
           if (  ev->data3 == -1 )
           {
           ch = KEY_UPARROW;
           joywait = I_GetTime(   ) + 5;
           }
           else if (  ev->data3 == 1 )
           {
           ch = KEY_DOWNARROW;
           joywait = I_GetTime(   ) + 5;
           }
          
           if (  ev->data2 == -1 )
           {
           ch = KEY_LEFTARROW;
           joywait = I_GetTime(   ) + 2;
           }
           else if (  ev->data2 == 1 )
           {
           ch = KEY_RIGHTARROW;
           joywait = I_GetTime(   ) + 2;
           }
          
           if (  ev->data1&1 )
           {
           ch = KEY_ENTER;
           joywait = I_GetTime(   ) + 5;
           }
           if (  ev->data1&2 )
           {
           ch = KEY_BACKSPACE;
           joywait = I_GetTime(   ) + 5;
           }
           }
           else
           {
           if (  ev->type == ev_mouse && mousewait < I_GetTime(   ) )
           {
           mousey += ev->data3;
           if (  mousey < lasty-30 )
           {
           ch = KEY_DOWNARROW;
           mousewait = I_GetTime(   ) + 5;
           mousey = lasty -= 30;
           }
           else if (  mousey > lasty+30 )
           {
           ch = KEY_UPARROW;
           mousewait = I_GetTime(   ) + 5;
           mousey = lasty += 30;
           }
          
           mousex += ev->data2;
           if (  mousex < lastx-30 )
           {
           ch = KEY_LEFTARROW;
           mousewait = I_GetTime(   ) + 5;
           mousex = lastx -= 30;
           }
           else if (  mousex > lastx+30 )
           {
           ch = KEY_RIGHTARROW;
           mousewait = I_GetTime(   ) + 5;
           mousex = lastx += 30;
           }
          
           if (  ev->data1&1 )
           {
           ch = KEY_ENTER;
           mousewait = I_GetTime(   ) + 15;
           }
          
           if (  ev->data1&2 )
           {
           ch = KEY_BACKSPACE;
           mousewait = I_GetTime(   ) + 15;
           }
           }
           else
           if (  ev->type == ev_keydown )
           {
           ch = ev->data1;
           }
           }
          
           if (  ch == -1 )
           return false;
          
          
           // Save Game string input
           if (  saveStringEnter )
           {
           switch(  ch )
           {
           case KEY_BACKSPACE:
           if (  saveCharIndex > 0 )
           {
           saveCharIndex--;
           savegamestrings[saveSlot][saveCharIndex] = 0;
           }
           break;
          
           case KEY_ESCAPE:
           saveStringEnter = 0;
           strcpy(  &savegamestrings[saveSlot][0],  saveOldString );
           break;
          
           case KEY_ENTER:
           saveStringEnter = 0;
           if (  savegamestrings[saveSlot][0] )
           M_DoSave(  saveSlot );
           break;
          
           default:
           ch = toupper(  ch );
           if (  ch != 32 )
           if (  ch-HU_FONTSTART < 0 || ch-HU_FONTSTART >= HU_FONTSIZE )
           break;
           if (  ch >= 32 && ch <= 127 &&
           saveCharIndex < SAVESTRINGSIZE-1 &&
           M_StringWidth(  savegamestrings[saveSlot] ) <
           (  SAVESTRINGSIZE-2 )*8 )
           {
           savegamestrings[saveSlot][saveCharIndex++] = ch;
           savegamestrings[saveSlot][saveCharIndex] = 0;
           }
           break;
           }
           return true;
           }
          
           // Take care of any messages that need input
           if (  messageToPrint )
           {
           if (  messageNeedsInput == true &&
           !(  ch == ' ' || ch == 'n' || ch == 'y' || ch == KEY_ESCAPE ) )
           return false;
          
           menuactive = messageLastMenuActive;
           messageToPrint = 0;
           if (  messageRoutine )
           messageRoutine(  ch );
          
           menuactive = false;
           S_StartSound(  NULL,  sfx_swtchx );
           return true;
           }
          
           if (  devparm && ch == KEY_F1 )
           {
           G_ScreenShot (   );
           return true;
           }
          
          
           // F-Keys
           if (  !menuactive )
           switch(  ch )
           {
           case KEY_MINUS: // Screen size down
           if (  automapactive || chat_on )
           return false;
           M_SizeDisplay(  0 );
           S_StartSound(  NULL,  sfx_stnmov );
           return true;
          
           case KEY_EQUALS: // Screen size up
           if (  automapactive || chat_on )
           return false;
           M_SizeDisplay(  1 );
           S_StartSound(  NULL,  sfx_stnmov );
           return true;
          
           case KEY_F1: // Help key
           M_StartControlPanel (   );
          
           if (   gamemode == retail  )
           currentMenu = &ReadDef2;
           else
           currentMenu = &ReadDef1;
          
           itemOn = 0;
           S_StartSound(  NULL,  sfx_swtchn );
           return true;
          
           case KEY_F2: // Save
           M_StartControlPanel(   );
           S_StartSound(  NULL,  sfx_swtchn );
           M_SaveGame(  0 );
           return true;
          
           case KEY_F3: // Load
           M_StartControlPanel(   );
           S_StartSound(  NULL,  sfx_swtchn );
           M_LoadGame(  0 );
           return true;
          
           case KEY_F4: // Sound Volume
           M_StartControlPanel (   );
           currentMenu = &SoundDef;
           itemOn = sfx_vol;
           S_StartSound(  NULL,  sfx_swtchn );
           return true;
          
           case KEY_F5: // Detail toggle
           M_ChangeDetail(  0 );
           S_StartSound(  NULL,  sfx_swtchn );
           return true;
          
           case KEY_F6: // Quicksave
           S_StartSound(  NULL,  sfx_swtchn );
           M_QuickSave(   );
           return true;
          
           case KEY_F7: // End game
           S_StartSound(  NULL,  sfx_swtchn );
           M_EndGame(  0 );
           return true;
          
           case KEY_F8: // Toggle messages
           M_ChangeMessages(  0 );
           S_StartSound(  NULL,  sfx_swtchn );
           return true;
          
           case KEY_F9: // Quickload
           S_StartSound(  NULL,  sfx_swtchn );
           M_QuickLoad(   );
           return true;
          
           case KEY_F10: // Quit DOOM
           S_StartSound(  NULL,  sfx_swtchn );
           M_QuitDOOM(  0 );
           return true;
          
           case KEY_F11: // gamma toggle
           usegamma++;
           if (  usegamma > 4 )
           usegamma = 0;
           players[consoleplayer].message = gammamsg[usegamma];
           I_SetPalette (  W_CacheLumpName (  "PLAYPAL",  PU_CACHE ) );
           return true;
          
           }
          
          
           // Pop-up menu?
           if (  !menuactive )
           {
           if (  ch == KEY_ESCAPE )
           {
           M_StartControlPanel (   );
           S_StartSound(  NULL,  sfx_swtchn );
           return true;
           }
           return false;
           }
          
          
           // Keys usable within menu
           switch (  ch )
           {
           case KEY_DOWNARROW:
           do
           {
           if (  itemOn+1 > currentMenu->numitems-1 )
           itemOn = 0;
           else itemOn++;
           S_StartSound(  NULL,  sfx_pstop );
           } while(  currentMenu->menuitems[itemOn].status==-1 );
           return true;
          
           case KEY_UPARROW:
           do
           {
           if (  !itemOn )
           itemOn = currentMenu->numitems-1;
           else itemOn--;
           S_StartSound(  NULL,  sfx_pstop );
           } while(  currentMenu->menuitems[itemOn].status==-1 );
           return true;
          
           case KEY_LEFTARROW:
           if (  currentMenu->menuitems[itemOn].routine &&
           currentMenu->menuitems[itemOn].status == 2 )
           {
           S_StartSound(  NULL,  sfx_stnmov );
           currentMenu->menuitems[itemOn].routine(  0 );
           }
           return true;
          
           case KEY_RIGHTARROW:
           if (  currentMenu->menuitems[itemOn].routine &&
           currentMenu->menuitems[itemOn].status == 2 )
           {
           S_StartSound(  NULL,  sfx_stnmov );
           currentMenu->menuitems[itemOn].routine(  1 );
           }
           return true;
          
           case KEY_ENTER:
           if (  currentMenu->menuitems[itemOn].routine &&
           currentMenu->menuitems[itemOn].status )
           {
           currentMenu->lastOn = itemOn;
           if (  currentMenu->menuitems[itemOn].status == 2 )
           {
           currentMenu->menuitems[itemOn].routine(  1 ); // right arrow
           S_StartSound(  NULL,  sfx_stnmov );
           }
           else
           {
           currentMenu->menuitems[itemOn].routine(  itemOn );
           S_StartSound(  NULL,  sfx_pistol );
           }
           }
           return true;
          
           case KEY_ESCAPE:
           currentMenu->lastOn = itemOn;
           M_ClearMenus (   );
           S_StartSound(  NULL,  sfx_swtchx );
           return true;
          
           case KEY_BACKSPACE:
           currentMenu->lastOn = itemOn;
           if (  currentMenu->prevMenu )
           {
           currentMenu = currentMenu->prevMenu;
           itemOn = currentMenu->lastOn;
           S_StartSound(  NULL,  sfx_swtchn );
           }
           return true;
          
           default:
           for (  i = itemOn+1;i < currentMenu->numitems;i++ )
           if (  currentMenu->menuitems[i].alphaKey == ch )
           {
           itemOn = i;
           S_StartSound(  NULL,  sfx_pstop );
           return true;
           }
           for (  i = 0;i <= itemOn;i++ )
           if (  currentMenu->menuitems[i].alphaKey == ch )
           {
           itemOn = i;
           S_StartSound(  NULL,  sfx_pstop );
           return true;
           }
           break;
          
           }
          
           return false;
          }
          
          
          
          //
          // M_StartControlPanel
          //
    1723  void M_StartControlPanel (  void )
          {
           // intro might call this repeatedly
           if (  menuactive )
           return;
          
           menuactive = 1;
           currentMenu = &MainDef; // JDC
           itemOn = currentMenu->lastOn; // JDC
          }
          
          
          //
          // M_Drawer
          // Called after the view has been rendered,  
          // but before it has been blitted.
          //
    1740  void M_Drawer (  void )
          {
           static short x;
           static short y;
           short i;
           short max;
           char string[40];
           int start;
          
           inhelpscreens = false;
          
          
           // Horiz. & Vertically center string and print it.
           if (  messageToPrint )
           {
           start = 0;
           y = 100 - M_StringHeight(  messageString )/2;
           while(  *(  messageString+start ) )
           {
           for (  i = 0;i < strlen(  messageString+start );i++ )
           if (  *(  messageString+start+i ) == '\n' )
           {
           memset(  string,  0,  40 );
           strncpy(  string,  messageString+start,  i );
           start += i+1;
           break;
           }
          
           if (  i == strlen(  messageString+start ) )
           {
           strcpy(  string,  messageString+start );
           start += i;
           }
          
           x = 160 - M_StringWidth(  string )/2;
           M_WriteText(  x,  y,  string );
           y += SHORT(  hu_font[0]->height );
           }
           return;
           }
          
           if (  !menuactive )
           return;
          
           if (  currentMenu->routine )
           currentMenu->routine(   ); // call Draw routine
          
           // DRAW MENU
           x = currentMenu->x;
           y = currentMenu->y;
           max = currentMenu->numitems;
          
           for (  i=0;i<max;i++ )
           {
           if (  currentMenu->menuitems[i].name[0] )
           V_DrawPatchDirect (  x,  y,  0,  
           W_CacheLumpName(  currentMenu->menuitems[i].name ,  PU_CACHE ) );
           y += LINEHEIGHT;
           }
          
          
           // DRAW SKULL
           V_DrawPatchDirect(  x + SKULLXOFF,  currentMenu->y - 5 + itemOn*LINEHEIGHT,   0,  
           W_CacheLumpName(  skullName[whichSkull],  PU_CACHE ) );
          
          }
          
          
          //
          // M_ClearMenus
          //
    1811  void M_ClearMenus (  void )
          {
           menuactive = 0;
           // if (  !netgame && usergame && paused )
           // sendpause = true;
          }
          
          
          
          
          //
          // M_SetupNextMenu
          //
    1824  void M_SetupNextMenu(  menu_t *menudef )
          {
           currentMenu = menudef;
           itemOn = currentMenu->lastOn;
          }
          
          
          //
          // M_Ticker
          //
    1834  void M_Ticker (  void )
          {
           if (  --skullAnimCounter <= 0 )
           {
           whichSkull ^= 1;
           skullAnimCounter = 8;
           }
          }
          
          
          //
          // M_Init
          //
    1847  void M_Init (  void )
          {
           currentMenu = &MainDef;
           menuactive = 0;
           itemOn = currentMenu->lastOn;
           whichSkull = 0;
           skullAnimCounter = 10;
           screenSize = screenblocks - 3;
           messageToPrint = 0;
           messageString = NULL;
           messageLastMenuActive = menuactive;
           quickSaveSlot = -1;
          
           // Here we could catch other version dependencies,  
           // like HELP1/2,   and four episodes.
          
          
           switch (   gamemode  )
           {
           case commercial:
           // This is used because DOOM 2 had only one HELP
           // page. I use CREDIT as second page now,   but
           // kept this hack for educational purposes.
           MainMenu[readthis] = MainMenu[quitdoom];
           MainDef.numitems--;
           MainDef.y += 8;
           NewDef.prevMenu = &MainDef;
           ReadDef1.routine = M_DrawReadThis1;
           ReadDef1.x = 330;
           ReadDef1.y = 165;
           ReadMenu1[0].routine = M_FinishReadThis;
           break;
           case shareware:
           // Episode 2 and 3 are handled,  
           // branching to an ad screen.
           case registered:
           // We need to remove the fourth episode.
           EpiDef.numitems--;
           break;
           case retail:
           // We are fine.
           default:
           break;
           }
          
          }
          

m_menu.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Menu widget stuff,   episode selection and such.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __M_MENU__
          #define __M_MENU__
          
          
          
          #include "d_event.h"
          
          //
          // MENUS
          //
          // Called by main loop,  
          // saves config file and calls I_Quit when user exits.
          // Even when the menu is not displayed,  
          // this can resize the view and change game parameters.
          // Does all the real work of the menu interaction.
      38  boolean M_Responder (  event_t *ev );
          
          
          // Called by main loop,  
          // only used for menu (  skull cursor ) animation.
      43  void M_Ticker (  void );
          
          // Called by main loop,  
          // draws the menus directly into the screen buffer.
      47  void M_Drawer (  void );
          
          // Called by D_DoomMain,  
          // loads the config file.
      51  void M_Init (  void );
          
          // Called by intro code to force menu up upon a keypress,  
          // does nothing if menu is already up.
      55  void M_StartControlPanel (  void );
          
          
          
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

m_misc.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Main loop menu stuff.
          // Default Config File.
          // PCX Screenshots.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_misc.c,  v 1.6 1997/02/03 22:45:10 b1 Exp $";
          
          #include <sys/stat.h>
          #include <sys/types.h>
          #include <fcntl.h>
          #include <stdlib.h>
          #include <unistd.h>
          
          #include <ctype.h>
          
          
          #include "doomdef.h"
          
          #include "z_zone.h"
          
          #include "m_swap.h"
          #include "m_argv.h"
          
          #include "w_wad.h"
          
          #include "i_system.h"
          #include "i_video.h"
          #include "v_video.h"
          
          #include "hu_stuff.h"
          
          // State.
          #include "doomstat.h"
          
          // Data.
          #include "dstrings.h"
          
          #include "m_misc.h"
          
          //
          // M_DrawText
          // Returns the final X coordinate
          // HU_Init must have been called to init the font
          //
          extern patch_t* hu_font[HU_FONTSIZE];
          
          int
      70  M_DrawText
          (   int x,  
           int y,  
           boolean direct,  
           char* string  )
          {
           int c;
           int w;
          
           while (  *string )
           {
           c = toupper(  *string ) - HU_FONTSTART;
           string++;
           if (  c < 0 || c> HU_FONTSIZE )
           {
           x += 4;
           continue;
           }
          
           w = SHORT (  hu_font[c]->width );
           if (  x+w > SCREENWIDTH )
           break;
           if (  direct )
           V_DrawPatchDirect(  x,   y,   0,   hu_font[c] );
           else
           V_DrawPatch(  x,   y,   0,   hu_font[c] );
           x+=w;
           }
          
           return x;
          }
          
          
          
          
          //
          // M_WriteFile
          //
          #ifndef O_BINARY
          #define O_BINARY 0
          #endif
          
          boolean
     113  M_WriteFile
          (   char const* name,  
           void* source,  
           int length  )
          {
           int handle;
           int count;
          
           handle = open (   name,   O_WRONLY | O_CREAT | O_TRUNC | O_BINARY,   0666 );
          
           if (  handle == -1 )
           return false;
          
           count = write (  handle,   source,   length );
           close (  handle );
          
           if (  count < length )
           return false;
          
           return true;
          }
          
          
          //
          // M_ReadFile
          //
          int
     140  M_ReadFile
          (   char const* name,  
           byte** buffer  )
          {
           int handle,   count,   length;
           struct stat fileinfo;
           byte *buf;
          
           handle = open (  name,   O_RDONLY | O_BINARY,   0666 );
           if (  handle == -1 )
           I_Error (  "Couldn't read file %s",   name );
           if (  fstat (  handle,  &fileinfo ) == -1 )
           I_Error (  "Couldn't read file %s",   name );
           length = fileinfo.st_size;
           buf = Z_Malloc (  length,   PU_STATIC,   NULL );
           count = read (  handle,   buf,   length );
           close (  handle );
          
           if (  count < length )
           I_Error (  "Couldn't read file %s",   name );
          
           *buffer = buf;
           return length;
          }
          
          
          //
          // DEFAULTS
          //
          int usemouse;
          int usejoystick;
          
          extern int key_right;
          extern int key_left;
          extern int key_up;
          extern int key_down;
          
          extern int key_strafeleft;
          extern int key_straferight;
          
          extern int key_fire;
          extern int key_use;
          extern int key_strafe;
          extern int key_speed;
          
          extern int mousebfire;
          extern int mousebstrafe;
          extern int mousebforward;
          
          extern int joybfire;
          extern int joybstrafe;
          extern int joybuse;
          extern int joybspeed;
          
          extern int viewwidth;
          extern int viewheight;
          
          extern int mouseSensitivity;
          extern int showMessages;
          
          extern int detailLevel;
          
          extern int screenblocks;
          
          extern int showMessages;
          
          // machine-independent sound params
          extern int numChannels;
          
          
          // UNIX hack,   to be removed.
          #ifdef SNDSERV
          extern char* sndserver_filename;
          extern int mb_used;
          #endif
          
          #ifdef LINUX
          char* mousetype;
          char* mousedev;
          #endif
          
          extern char* chat_macros[];
          
          
          
          typedef struct
          {
           char* name;
           int* location;
           int defaultvalue;
           int scantranslate; // PC scan code hack
           int untranslated; // lousy hack
          } default_t;
          
          default_t defaults[] =
          {
           {"mouse_sensitivity",  &mouseSensitivity,   5},  
           {"sfx_volume",  &snd_SfxVolume,   8},  
           {"music_volume",  &snd_MusicVolume,   8},  
           {"show_messages",  &showMessages,   1},  
          
          
          #ifdef NORMALUNIX
           {"key_right",  &key_right,   KEY_RIGHTARROW},  
           {"key_left",  &key_left,   KEY_LEFTARROW},  
           {"key_up",  &key_up,   KEY_UPARROW},  
           {"key_down",  &key_down,   KEY_DOWNARROW},  
           {"key_strafeleft",  &key_strafeleft,   ',  '},  
           {"key_straferight",  &key_straferight,   '.'},  
          
           {"key_fire",  &key_fire,   KEY_RCTRL},  
           {"key_use",  &key_use,   ' '},  
           {"key_strafe",  &key_strafe,   KEY_RALT},  
           {"key_speed",  &key_speed,   KEY_RSHIFT},  
          
          // UNIX hack,   to be removed.
          #ifdef SNDSERV
           {"sndserver",   (  int * ) &sndserver_filename,   (  int ) "sndserver"},  
           {"mb_used",   &mb_used,   2},  
          #endif
          
          #endif
          
          #ifdef LINUX
           {"mousedev",   (  int* )&mousedev,   (  int )"/dev/ttyS0"},  
           {"mousetype",   (  int* )&mousetype,   (  int )"microsoft"},  
          #endif
          
           {"use_mouse",  &usemouse,   1},  
           {"mouseb_fire",  &mousebfire,  0},  
           {"mouseb_strafe",  &mousebstrafe,  1},  
           {"mouseb_forward",  &mousebforward,  2},  
          
           {"use_joystick",  &usejoystick,   0},  
           {"joyb_fire",  &joybfire,  0},  
           {"joyb_strafe",  &joybstrafe,  1},  
           {"joyb_use",  &joybuse,  3},  
           {"joyb_speed",  &joybspeed,  2},  
          
           {"screenblocks",  &screenblocks,   9},  
           {"detaillevel",  &detailLevel,   0},  
          
           {"snd_channels",  &numChannels,   3},  
          
          
          
           {"usegamma",  &usegamma,   0},  
          
           {"chatmacro0",   (  int * ) &chat_macros[0],   (  int ) HUSTR_CHATMACRO0 },  
           {"chatmacro1",   (  int * ) &chat_macros[1],   (  int ) HUSTR_CHATMACRO1 },  
           {"chatmacro2",   (  int * ) &chat_macros[2],   (  int ) HUSTR_CHATMACRO2 },  
           {"chatmacro3",   (  int * ) &chat_macros[3],   (  int ) HUSTR_CHATMACRO3 },  
           {"chatmacro4",   (  int * ) &chat_macros[4],   (  int ) HUSTR_CHATMACRO4 },  
           {"chatmacro5",   (  int * ) &chat_macros[5],   (  int ) HUSTR_CHATMACRO5 },  
           {"chatmacro6",   (  int * ) &chat_macros[6],   (  int ) HUSTR_CHATMACRO6 },  
           {"chatmacro7",   (  int * ) &chat_macros[7],   (  int ) HUSTR_CHATMACRO7 },  
           {"chatmacro8",   (  int * ) &chat_macros[8],   (  int ) HUSTR_CHATMACRO8 },  
           {"chatmacro9",   (  int * ) &chat_macros[9],   (  int ) HUSTR_CHATMACRO9 }
          
          };
          
          int numdefaults;
          char* defaultfile;
          
          
          //
          // M_SaveDefaults
          //
     308  void M_SaveDefaults (  void )
          {
           int i;
           int v;
           FILE* f;
          
           f = fopen (  defaultfile,   "w" );
           if (  !f )
           return; // can't write the file,   but don't complain
          
           for (  i=0 ; i<numdefaults ; i++ )
           {
           if (  defaults[i].defaultvalue > -0xfff
           && defaults[i].defaultvalue < 0xfff )
           {
           v = *defaults[i].location;
           fprintf (  f,  "%s\t\t%i\n",  defaults[i].name,  v );
           } else {
           fprintf (  f,  "%s\t\t\"%s\"\n",  defaults[i].name,  
           * (  char ** ) (  defaults[i].location ) );
           }
           }
          
           fclose (  f );
          }
          
          
          //
          // M_LoadDefaults
          //
          extern byte scantokey[128];
          
     340  void M_LoadDefaults (  void )
          {
           int i;
           int len;
           FILE* f;
           char def[80];
           char strparm[100];
           char* newstring;
           int parm;
           boolean isstring;
          
           // set everything to base values
           numdefaults = sizeof(  defaults )/sizeof(  defaults[0] );
           for (  i=0 ; i<numdefaults ; i++ )
           *defaults[i].location = defaults[i].defaultvalue;
          
           // check for a custom default file
           i = M_CheckParm (  "-config" );
           if (  i && i<myargc-1 )
           {
           defaultfile = myargv[i+1];
           printf (  " default file: %s\n",  defaultfile );
           }
           else
           defaultfile = basedefault;
          
           // read the file in,   overriding any set defaults
           f = fopen (  defaultfile,   "r" );
           if (  f )
           {
           while (  !feof(  f ) )
           {
           isstring = false;
           if (  fscanf (  f,   "%79s %[^\n]\n",   def,   strparm ) == 2 )
           {
           if (  strparm[0] == '"' )
           {
           // get a string default
           isstring = true;
           len = strlen(  strparm );
           newstring = (  char * ) malloc(  len );
           strparm[len-1] = 0;
           strcpy(  newstring,   strparm+1 );
           }
           else if (  strparm[0] == '0' && strparm[1] == 'x' )
           sscanf(  strparm+2,   "%x",   &parm );
           else
           sscanf(  strparm,   "%i",   &parm );
           for (  i=0 ; i<numdefaults ; i++ )
           if (  !strcmp(  def,   defaults[i].name ) )
           {
           if (  !isstring )
           *defaults[i].location = parm;
           else
           *defaults[i].location =
           (  int ) newstring;
           break;
           }
           }
           }
          
           fclose (  f );
           }
          }
          
          
          //
          // SCREEN SHOTS
          //
          
          
          typedef struct
          {
           char manufacturer;
           char version;
           char encoding;
           char bits_per_pixel;
          
           unsigned short xmin;
           unsigned short ymin;
           unsigned short xmax;
           unsigned short ymax;
          
           unsigned short hres;
           unsigned short vres;
          
           unsigned char palette[48];
          
           char reserved;
           char color_planes;
           unsigned short bytes_per_line;
           unsigned short palette_type;
          
           char filler[58];
           unsigned char data; // unbounded
          } pcx_t;
          
          
          //
          // WritePCXfile
          //
          void
     442  WritePCXfile
          (   char* filename,  
           byte* data,  
           int width,  
           int height,  
           byte* palette  )
          {
           int i;
           int length;
           pcx_t* pcx;
           byte* pack;
          
           pcx = Z_Malloc (  width*height*2+1000,   PU_STATIC,   NULL );
          
           pcx->manufacturer = 0x0a; // PCX id
           pcx->version = 5; // 256 color
           pcx->encoding = 1; // uncompressed
           pcx->bits_per_pixel = 8; // 256 color
           pcx->xmin = 0;
           pcx->ymin = 0;
           pcx->xmax = SHORT(  width-1 );
           pcx->ymax = SHORT(  height-1 );
           pcx->hres = SHORT(  width );
           pcx->vres = SHORT(  height );
           memset (  pcx->palette,  0,  sizeof(  pcx->palette ) );
           pcx->color_planes = 1; // chunky image
           pcx->bytes_per_line = SHORT(  width );
           pcx->palette_type = SHORT(  2 ); // not a grey scale
           memset (  pcx->filler,  0,  sizeof(  pcx->filler ) );
          
          
           // pack the image
           pack = &pcx->data;
          
           for (  i=0 ; i<width*height ; i++ )
           {
           if (   (  *data & 0xc0 ) != 0xc0 )
           *pack++ = *data++;
           else
           {
           *pack++ = 0xc1;
           *pack++ = *data++;
           }
           }
          
           // write the palette
           *pack++ = 0x0c; // palette ID byte
           for (  i=0 ; i<768 ; i++ )
           *pack++ = *palette++;
          
           // write output file
           length = pack - (  byte * )pcx;
           M_WriteFile (  filename,   pcx,   length );
          
           Z_Free (  pcx );
          }
          
          
          //
          // M_ScreenShot
          //
     503  void M_ScreenShot (  void )
          {
           int i;
           byte* linear;
           char lbmname[12];
          
           // munge planar buffer to linear
           linear = screens[2];
           I_ReadScreen (  linear );
          
           // find a file name to save it to
           strcpy(  lbmname,  "DOOM00.pcx" );
          
           for (  i=0 ; i<=99 ; i++ )
           {
           lbmname[4] = i/10 + '0';
           lbmname[5] = i%10 + '0';
           if (  access(  lbmname,  0 ) == -1 )
           break; // file doesn't exist
           }
           if (  i==100 )
           I_Error (  "M_ScreenShot: Couldn't create a PCX" );
          
           // save the pcx file
           WritePCXfile (  lbmname,   linear,  
           SCREENWIDTH,   SCREENHEIGHT,  
           W_CacheLumpName (  "PLAYPAL",  PU_CACHE ) );
          
           players[consoleplayer].message = "screen shot";
          }
          
          

m_misc.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          //
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __M_MISC__
          #define __M_MISC__
          
          
          #include "doomtype.h"
          //
          // MISC
          //
          
          
          
          boolean
      35  M_WriteFile
          (   char const* name,  
           void* source,  
           int length  );
          
          int
      41  M_ReadFile
          (   char const* name,  
           byte** buffer  );
          
      45  void M_ScreenShot (  void );
          
      47  void M_LoadDefaults (  void );
          
      49  void M_SaveDefaults (  void );
          
          
          int
      53  M_DrawText
          (   int x,  
           int y,  
           boolean direct,  
           char* string  );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

m_random.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Random number LUT.
          //
          //-----------------------------------------------------------------------------
          
          static const char rcsid[] = "$Id: m_random.c,  v 1.1 1997/02/03 22:45:11 b1 Exp $";
          
          
          //
          // M_Random
          // Returns a 0-255 number
          //
          unsigned char rndtable[256] = {
           0,   8,   109,   220,   222,   241,   149,   107,   75,   248,   254,   140,   16,   66 ,  
           74,   21,   211,   47,   80,   242,   154,   27,   205,   128,   161,   89,   77,   36 ,  
           95,   110,   85,   48,   212,   140,   211,   249,   22,   79,   200,   50,   28,   188 ,  
           52,   140,   202,   120,   68,   145,   62,   70,   184,   190,   91,   197,   152,   224 ,  
           149,   104,   25,   178,   252,   182,   202,   182,   141,   197,   4,   81,   181,   242 ,  
           145,   42,   39,   227,   156,   198,   225,   193,   219,   93,   122,   175,   249,   0 ,  
           175,   143,   70,   239,   46,   246,   163,   53,   163,   109,   168,   135,   2,   235 ,  
           25,   92,   20,   145,   138,   77,   69,   166,   78,   176,   173,   212,   166,   113 ,  
           94,   161,   41,   50,   239,   49,   111,   164,   70,   60,   2,   37,   171,   75 ,  
           136,   156,   11,   56,   42,   146,   138,   229,   73,   146,   77,   61,   98,   196 ,  
           135,   106,   63,   197,   195,   86,   96,   203,   113,   101,   170,   247,   181,   113 ,  
           80,   250,   108,   7,   255,   237,   129,   226,   79,   107,   112,   166,   103,   241 ,  
           24,   223,   239,   120,   198,   58,   60,   82,   128,   3,   184,   66,   143,   224 ,  
           145,   224,   81,   206,   163,   45,   63,   90,   168,   114,   59,   33,   159,   95 ,  
           28,   139,   123,   98,   125,   196,   15,   70,   194,   253,   54,   14,   109,   226 ,  
           71,   17,   161,   93,   186,   87,   244,   138,   20,   52,   123,   251,   26,   36 ,  
           17,   46,   52,   231,   232,   76,   31,   221,   84,   37,   216,   165,   212,   106 ,  
           197,   242,   98,   43,   39,   175,   254,   145,   190,   84,   118,   222,   187,   136 ,  
           120,   163,   236,   249
          };
          
          int rndindex = 0;
          int prndindex = 0;
          
          // Which one is deterministic?
      57  int P_Random (  void )
          {
           prndindex = (  prndindex+1 )&0xff;
           return rndtable[prndindex];
          }
          
      63  int M_Random (  void )
          {
           rndindex = (  rndindex+1 )&0xff;
           return rndtable[rndindex];
          }
          
      69  void M_ClearRandom (  void )
          {
           rndindex = prndindex = 0;
          }
          
          
          
          

m_random.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          //
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __M_RANDOM__
          #define __M_RANDOM__
          
          
          #include "doomtype.h"
          
          
          
          // Returns a number from 0 to 255,  
          // from a lookup table.
      33  int M_Random (  void );
          
          // As M_Random,   but used only by the play simulation.
      36  int P_Random (  void );
          
          // Fix randoms for demos.
      39  void M_ClearRandom (  void );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

m_swap.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Endianess handling,   swapping 16bit and 32bit.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_bbox.c,  v 1.1 1997/02/03 22:45:10 b1 Exp $";
          
          
          #ifdef __GNUG__
          #pragma implementation "m_swap.h"
          #endif
          #include "m_swap.h"
          
          
          // Not needed with big endian.
          #ifndef __BIG_ENDIAN__
          
          // Swap 16bit,   that is,   MSB and LSB byte.
      38  unsigned short SwapSHORT(  unsigned short x )
          {
           // No masking with 0xFF should be necessary.
           return (  x>>8 ) | (  x<<8 );
          }
          
          // Swapping 32bit.
      45  unsigned long SwapLONG(   unsigned long x )
          {
           return
           (  x>>24 )
           | (  (  x>>8 ) & 0xff00 )
           | (  (  x<<8 ) & 0xff0000 )
           | (  x<<24 );
          }
          
          
          #endif
          
          

m_swap.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Endianess handling,   swapping 16bit and 32bit.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __M_SWAP__
          #define __M_SWAP__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          // Endianess handling.
          // WAD files are stored little endian.
          #ifdef __BIG_ENDIAN__
      35  short SwapSHORT(  short );
      36  long SwapLONG(  long );
          #define SHORT(  x ) (  (  short )SwapSHORT(  (  unsigned short ) (  x ) ) )
          #define LONG(  x ) (  (  long )SwapLONG(  (  unsigned long ) (  x ) ) )
          #else
          #define SHORT(  x ) (  x )
          #define LONG(  x ) (  x )
          #endif
          
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

p_ceilng.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION: Ceiling aninmation (  lowering,   crushing,   raising )
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_ceilng.c,  v 1.4 1997/02/03 16:47:53 b1 Exp $";
          
          
          #include "z_zone.h"
          #include "doomdef.h"
          #include "p_local.h"
          
          #include "s_sound.h"
          
          // State.
          #include "doomstat.h"
          #include "r_state.h"
          
          // Data.
          #include "sounds.h"
          
          //
          // CEILINGS
          //
          
          
          ceiling_t* activeceilings[MAXCEILINGS];
          
          
          //
          // T_MoveCeiling
          //
          
      52  void T_MoveCeiling (  ceiling_t* ceiling )
          {
           result_e res;
          
           switch(  ceiling->direction )
           {
           case 0:
           // IN STASIS
           break;
           case 1:
           // UP
           res = T_MovePlane(  ceiling->sector,  
           ceiling->speed,  
           ceiling->topheight,  
           false,  1,  ceiling->direction );
          
           if (  !(  leveltime&7 ) )
           {
           switch(  ceiling->type )
           {
           case silentCrushAndRaise:
           break;
           default:
           S_StartSound(  (  mobj_t * )&ceiling->sector->soundorg,  
           sfx_stnmov );
           // ?
           break;
           }
           }
          
           if (  res == pastdest )
           {
           switch(  ceiling->type )
           {
           case raiseToHighest:
           P_RemoveActiveCeiling(  ceiling );
           break;
          
           case silentCrushAndRaise:
           S_StartSound(  (  mobj_t * )&ceiling->sector->soundorg,  
           sfx_pstop );
           case fastCrushAndRaise:
           case crushAndRaise:
           ceiling->direction = -1;
           break;
          
           default:
           break;
           }
          
           }
           break;
          
           case -1:
           // DOWN
           res = T_MovePlane(  ceiling->sector,  
           ceiling->speed,  
           ceiling->bottomheight,  
           ceiling->crush,  1,  ceiling->direction );
          
           if (  !(  leveltime&7 ) )
           {
           switch(  ceiling->type )
           {
           case silentCrushAndRaise: break;
           default:
           S_StartSound(  (  mobj_t * )&ceiling->sector->soundorg,  
           sfx_stnmov );
           }
           }
          
           if (  res == pastdest )
           {
           switch(  ceiling->type )
           {
           case silentCrushAndRaise:
           S_StartSound(  (  mobj_t * )&ceiling->sector->soundorg,  
           sfx_pstop );
           case crushAndRaise:
           ceiling->speed = CEILSPEED;
           case fastCrushAndRaise:
           ceiling->direction = 1;
           break;
          
           case lowerAndCrush:
           case lowerToFloor:
           P_RemoveActiveCeiling(  ceiling );
           break;
          
           default:
           break;
           }
           }
           else // (   res != pastdest  )
           {
           if (  res == crushed )
           {
           switch(  ceiling->type )
           {
           case silentCrushAndRaise:
           case crushAndRaise:
           case lowerAndCrush:
           ceiling->speed = CEILSPEED / 8;
           break;
          
           default:
           break;
           }
           }
           }
           break;
           }
          }
          
          
          //
          // EV_DoCeiling
          // Move a ceiling up/down and all around!
          //
          int
     172  EV_DoCeiling
          (   line_t* line,  
           ceiling_e type  )
          {
           int secnum;
           int rtn;
           sector_t* sec;
           ceiling_t* ceiling;
          
           secnum = -1;
           rtn = 0;
          
           // Reactivate in-stasis ceilings...for certain types.
           switch(  type )
           {
           case fastCrushAndRaise:
           case silentCrushAndRaise:
           case crushAndRaise:
           P_ActivateInStasisCeiling(  line );
           default:
           break;
           }
          
           while (  (  secnum = P_FindSectorFromLineTag(  line,  secnum ) ) >= 0 )
           {
           sec = &sectors[secnum];
           if (  sec->specialdata )
           continue;
          
           // new door thinker
           rtn = 1;
           ceiling = Z_Malloc (  sizeof(  *ceiling ),   PU_LEVSPEC,   0 );
           P_AddThinker (  &ceiling->thinker );
           sec->specialdata = ceiling;
           ceiling->thinker.function.acp1 = (  actionf_p1 )T_MoveCeiling;
           ceiling->sector = sec;
           ceiling->crush = false;
          
           switch(  type )
           {
           case fastCrushAndRaise:
           ceiling->crush = true;
           ceiling->topheight = sec->ceilingheight;
           ceiling->bottomheight = sec->floorheight + (  8*FRACUNIT );
           ceiling->direction = -1;
           ceiling->speed = CEILSPEED * 2;
           break;
          
           case silentCrushAndRaise:
           case crushAndRaise:
           ceiling->crush = true;
           ceiling->topheight = sec->ceilingheight;
           case lowerAndCrush:
           case lowerToFloor:
           ceiling->bottomheight = sec->floorheight;
           if (  type != lowerToFloor )
           ceiling->bottomheight += 8*FRACUNIT;
           ceiling->direction = -1;
           ceiling->speed = CEILSPEED;
           break;
          
           case raiseToHighest:
           ceiling->topheight = P_FindHighestCeilingSurrounding(  sec );
           ceiling->direction = 1;
           ceiling->speed = CEILSPEED;
           break;
           }
          
           ceiling->tag = sec->tag;
           ceiling->type = type;
           P_AddActiveCeiling(  ceiling );
           }
           return rtn;
          }
          
          
          //
          // Add an active ceiling
          //
     251  void P_AddActiveCeiling(  ceiling_t* c )
          {
           int i;
          
           for (  i = 0; i < MAXCEILINGS;i++ )
           {
           if (  activeceilings[i] == NULL )
           {
           activeceilings[i] = c;
           return;
           }
           }
          }
          
          
          
          //
          // Remove a ceiling's thinker
          //
     270  void P_RemoveActiveCeiling(  ceiling_t* c )
          {
           int i;
          
           for (  i = 0;i < MAXCEILINGS;i++ )
           {
           if (  activeceilings[i] == c )
           {
           activeceilings[i]->sector->specialdata = NULL;
           P_RemoveThinker (  &activeceilings[i]->thinker );
           activeceilings[i] = NULL;
           break;
           }
           }
          }
          
          
          
          //
          // Restart a ceiling that's in-stasis
          //
     291  void P_ActivateInStasisCeiling(  line_t* line )
          {
           int i;
          
           for (  i = 0;i < MAXCEILINGS;i++ )
           {
           if (  activeceilings[i]
           && (  activeceilings[i]->tag == line->tag )
           && (  activeceilings[i]->direction == 0 ) )
           {
           activeceilings[i]->direction = activeceilings[i]->olddirection;
           activeceilings[i]->thinker.function.acp1
           = (  actionf_p1 )T_MoveCeiling;
           }
           }
          }
          
          
          
          //
          // EV_CeilingCrushStop
          // Stop a ceiling from crushing!
          //
     314  int EV_CeilingCrushStop(  line_t *line )
          {
           int i;
           int rtn;
          
           rtn = 0;
           for (  i = 0;i < MAXCEILINGS;i++ )
           {
           if (  activeceilings[i]
           && (  activeceilings[i]->tag == line->tag )
           && (  activeceilings[i]->direction != 0 ) )
           {
           activeceilings[i]->olddirection = activeceilings[i]->direction;
           activeceilings[i]->thinker.function.acv = (  actionf_v )NULL;
           activeceilings[i]->direction = 0; // in-stasis
           rtn = 1;
           }
           }
          
          
           return rtn;
          }

p_doors.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION: Door animation code (  opening/closing )
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_doors.c,  v 1.4 1997/02/03 16:47:53 b1 Exp $";
          
          
          #include "z_zone.h"
          #include "doomdef.h"
          #include "p_local.h"
          
          #include "s_sound.h"
          
          
          // State.
          #include "doomstat.h"
          #include "r_state.h"
          
          // Data.
          #include "dstrings.h"
          #include "sounds.h"
          
          #if 0
          //
          // Sliding door frame information
          //
          slidename_t slideFrameNames[MAXSLIDEDOORS] =
          {
           {"GDOORF1",  "GDOORF2",  "GDOORF3",  "GDOORF4",   // front
           "GDOORB1",  "GDOORB2",  "GDOORB3",  "GDOORB4"},   // back
          
           {"\0",  "\0",  "\0",  "\0"}
          };
          #endif
          
          
          //
          // VERTICAL DOORS
          //
          
          //
          // T_VerticalDoor
          //
      63  void T_VerticalDoor (  vldoor_t* door )
          {
           result_e res;
          
           switch(  door->direction )
           {
           case 0:
           // WAITING
           if (  !--door->topcountdown )
           {
           switch(  door->type )
           {
           case blazeRaise:
           door->direction = -1; // time to go back down
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_bdcls );
           break;
          
           case normal:
           door->direction = -1; // time to go back down
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_dorcls );
           break;
          
           case close30ThenOpen:
           door->direction = 1;
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_doropn );
           break;
          
           default:
           break;
           }
           }
           break;
          
           case 2:
           // INITIAL WAIT
           if (  !--door->topcountdown )
           {
           switch(  door->type )
           {
           case raiseIn5Mins:
           door->direction = 1;
           door->type = normal;
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_doropn );
           break;
          
           default:
           break;
           }
           }
           break;
          
           case -1:
           // DOWN
           res = T_MovePlane(  door->sector,  
           door->speed,  
           door->sector->floorheight,  
           false,  1,  door->direction );
           if (  res == pastdest )
           {
           switch(  door->type )
           {
           case blazeRaise:
           case blazeClose:
           door->sector->specialdata = NULL;
           P_RemoveThinker (  &door->thinker ); // unlink and free
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_bdcls );
           break;
          
           case normal:
           case close:
           door->sector->specialdata = NULL;
           P_RemoveThinker (  &door->thinker ); // unlink and free
           break;
          
           case close30ThenOpen:
           door->direction = 0;
           door->topcountdown = 35*30;
           break;
          
           default:
           break;
           }
           }
           else if (  res == crushed )
           {
           switch(  door->type )
           {
           case blazeClose:
           case close: // DO NOT GO BACK UP!
           break;
          
           default:
           door->direction = 1;
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_doropn );
           break;
           }
           }
           break;
          
           case 1:
           // UP
           res = T_MovePlane(  door->sector,  
           door->speed,  
           door->topheight,  
           false,  1,  door->direction );
          
           if (  res == pastdest )
           {
           switch(  door->type )
           {
           case blazeRaise:
           case normal:
           door->direction = 0; // wait at top
           door->topcountdown = door->topwait;
           break;
          
           case close30ThenOpen:
           case blazeOpen:
           case open:
           door->sector->specialdata = NULL;
           P_RemoveThinker (  &door->thinker ); // unlink and free
           break;
          
           default:
           break;
           }
           }
           break;
           }
          }
          
          
          //
          // EV_DoLockedDoor
          // Move a locked door up/down
          //
          
          int
     207  EV_DoLockedDoor
          (   line_t* line,  
           vldoor_e type,  
           mobj_t* thing  )
          {
           player_t* p;
          
           p = thing->player;
          
           if (  !p )
           return 0;
          
           switch(  line->special )
           {
           case 99: // Blue Lock
           case 133:
           if (   !p  )
           return 0;
           if (  !p->cards[it_bluecard] && !p->cards[it_blueskull] )
           {
           p->message = PD_BLUEO;
           S_StartSound(  NULL,  sfx_oof );
           return 0;
           }
           break;
          
           case 134: // Red Lock
           case 135:
           if (   !p  )
           return 0;
           if (  !p->cards[it_redcard] && !p->cards[it_redskull] )
           {
           p->message = PD_REDO;
           S_StartSound(  NULL,  sfx_oof );
           return 0;
           }
           break;
          
           case 136: // Yellow Lock
           case 137:
           if (   !p  )
           return 0;
           if (  !p->cards[it_yellowcard] &&
           !p->cards[it_yellowskull] )
           {
           p->message = PD_YELLOWO;
           S_StartSound(  NULL,  sfx_oof );
           return 0;
           }
           break;
           }
          
           return EV_DoDoor(  line,  type );
          }
          
          
          int
     264  EV_DoDoor
          (   line_t* line,  
           vldoor_e type  )
          {
           int secnum,  rtn;
           sector_t* sec;
           vldoor_t* door;
          
           secnum = -1;
           rtn = 0;
          
           while (  (  secnum = P_FindSectorFromLineTag(  line,  secnum ) ) >= 0 )
           {
           sec = &sectors[secnum];
           if (  sec->specialdata )
           continue;
          
          
           // new door thinker
           rtn = 1;
           door = Z_Malloc (  sizeof(  *door ),   PU_LEVSPEC,   0 );
           P_AddThinker (  &door->thinker );
           sec->specialdata = door;
          
           door->thinker.function.acp1 = (  actionf_p1 ) T_VerticalDoor;
           door->sector = sec;
           door->type = type;
           door->topwait = VDOORWAIT;
           door->speed = VDOORSPEED;
          
           switch(  type )
           {
           case blazeClose:
           door->topheight = P_FindLowestCeilingSurrounding(  sec );
           door->topheight -= 4*FRACUNIT;
           door->direction = -1;
           door->speed = VDOORSPEED * 4;
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_bdcls );
           break;
          
           case close:
           door->topheight = P_FindLowestCeilingSurrounding(  sec );
           door->topheight -= 4*FRACUNIT;
           door->direction = -1;
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_dorcls );
           break;
          
           case close30ThenOpen:
           door->topheight = sec->ceilingheight;
           door->direction = -1;
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_dorcls );
           break;
          
           case blazeRaise:
           case blazeOpen:
           door->direction = 1;
           door->topheight = P_FindLowestCeilingSurrounding(  sec );
           door->topheight -= 4*FRACUNIT;
           door->speed = VDOORSPEED * 4;
           if (  door->topheight != sec->ceilingheight )
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_bdopn );
           break;
          
           case normal:
           case open:
           door->direction = 1;
           door->topheight = P_FindLowestCeilingSurrounding(  sec );
           door->topheight -= 4*FRACUNIT;
           if (  door->topheight != sec->ceilingheight )
           S_StartSound(  (  mobj_t * )&door->sector->soundorg,  
           sfx_doropn );
           break;
          
           default:
           break;
           }
          
           }
           return rtn;
          }
          
          
          //
          // EV_VerticalDoor : open a door manually,   no tag value
          //
          void
     354  EV_VerticalDoor
          (   line_t* line,  
           mobj_t* thing  )
          {
           player_t* player;
           int secnum;
           sector_t* sec;
           vldoor_t* door;
           int side;
          
           side = 0; // only front sides can be used
          
           // Check for locks
           player = thing->player;
          
           switch(  line->special )
           {
           case 26: // Blue Lock
           case 32:
           if (   !player  )
           return;
          
           if (  !player->cards[it_bluecard] && !player->cards[it_blueskull] )
           {
           player->message = PD_BLUEK;
           S_StartSound(  NULL,  sfx_oof );
           return;
           }
           break;
          
           case 27: // Yellow Lock
           case 34:
           if (   !player  )
           return;
          
           if (  !player->cards[it_yellowcard] &&
           !player->cards[it_yellowskull] )
           {
           player->message = PD_YELLOWK;
           S_StartSound(  NULL,  sfx_oof );
           return;
           }
           break;
          
           case 28: // Red Lock
           case 33:
           if (   !player  )
           return;
          
           if (  !player->cards[it_redcard] && !player->cards[it_redskull] )
           {
           player->message = PD_REDK;
           S_StartSound(  NULL,  sfx_oof );
           return;
           }
           break;
           }
          
           // if the sector has an active thinker,   use it
           sec = sides[ line->sidenum[side^1]] .sector;
           secnum = sec-sectors;
          
           if (  sec->specialdata )
           {
           door = sec->specialdata;
           switch(  line->special )
           {
           case 1: // ONLY FOR "RAISE" DOORS,   NOT "OPEN"s
           case 26:
           case 27:
           case 28:
           case 117:
           if (  door->direction == -1 )
           door->direction = 1; // go back up
           else
           {
           if (  !thing->player )
           return; // JDC: bad guys never close doors
          
           door->direction = -1; // start going down immediately
           }
           return;
           }
           }
          
           // for proper sound
           switch(  line->special )
           {
           case 117: // BLAZING DOOR RAISE
           case 118: // BLAZING DOOR OPEN
           S_StartSound(  (  mobj_t * )&sec->soundorg,  sfx_bdopn );
           break;
          
           case 1: // NORMAL DOOR SOUND
           case 31:
           S_StartSound(  (  mobj_t * )&sec->soundorg,  sfx_doropn );
           break;
          
           default: // LOCKED DOOR SOUND
           S_StartSound(  (  mobj_t * )&sec->soundorg,  sfx_doropn );
           break;
           }
          
          
           // new door thinker
           door = Z_Malloc (  sizeof(  *door ),   PU_LEVSPEC,   0 );
           P_AddThinker (  &door->thinker );
           sec->specialdata = door;
           door->thinker.function.acp1 = (  actionf_p1 ) T_VerticalDoor;
           door->sector = sec;
           door->direction = 1;
           door->speed = VDOORSPEED;
           door->topwait = VDOORWAIT;
          
           switch(  line->special )
           {
           case 1:
           case 26:
           case 27:
           case 28:
           door->type = normal;
           break;
          
           case 31:
           case 32:
           case 33:
           case 34:
           door->type = open;
           line->special = 0;
           break;
          
           case 117: // blazing door raise
           door->type = blazeRaise;
           door->speed = VDOORSPEED*4;
           break;
           case 118: // blazing door open
           door->type = blazeOpen;
           line->special = 0;
           door->speed = VDOORSPEED*4;
           break;
           }
          
           // find the top and bottom of the movement range
           door->topheight = P_FindLowestCeilingSurrounding(  sec );
           door->topheight -= 4*FRACUNIT;
          }
          
          
          //
          // Spawn a door that closes after 30 seconds
          //
     505  void P_SpawnDoorCloseIn30 (  sector_t* sec )
          {
           vldoor_t* door;
          
           door = Z_Malloc (   sizeof(  *door ),   PU_LEVSPEC,   0 );
          
           P_AddThinker (  &door->thinker );
          
           sec->specialdata = door;
           sec->special = 0;
          
           door->thinker.function.acp1 = (  actionf_p1 )T_VerticalDoor;
           door->sector = sec;
           door->direction = 0;
           door->type = normal;
           door->speed = VDOORSPEED;
           door->topcountdown = 30 * 35;
          }
          
          //
          // Spawn a door that opens after 5 minutes
          //
          void
     528  P_SpawnDoorRaiseIn5Mins
          (   sector_t* sec,  
           int secnum  )
          {
           vldoor_t* door;
          
           door = Z_Malloc (   sizeof(  *door ),   PU_LEVSPEC,   0 );
          
           P_AddThinker (  &door->thinker );
          
           sec->specialdata = door;
           sec->special = 0;
          
           door->thinker.function.acp1 = (  actionf_p1 )T_VerticalDoor;
           door->sector = sec;
           door->direction = 2;
           door->type = raiseIn5Mins;
           door->speed = VDOORSPEED;
           door->topheight = P_FindLowestCeilingSurrounding(  sec );
           door->topheight -= 4*FRACUNIT;
           door->topwait = VDOORWAIT;
           door->topcountdown = 5 * 60 * 35;
          }
          
          
          
          // UNUSED
          // Separate into p_slidoor.c?
          
          #if 0 // ABANDONED TO THE MISTS OF TIME!!!
          //
          // EV_SlidingDoor : slide a door horizontally
          // (  animate midtexture,   then set noblocking line )
          //
          
          
          slideframe_t slideFrames[MAXSLIDEDOORS];
          
     566  void P_InitSlidingDoorFrames(  void )
          {
           int i;
           int f1;
           int f2;
           int f3;
           int f4;
          
           // DOOM II ONLY...
           if (   gamemode != commercial )
           return;
          
           for (  i = 0;i < MAXSLIDEDOORS; i++ )
           {
           if (  !slideFrameNames[i].frontFrame1[0] )
           break;
          
           f1 = R_TextureNumForName(  slideFrameNames[i].frontFrame1 );
           f2 = R_TextureNumForName(  slideFrameNames[i].frontFrame2 );
           f3 = R_TextureNumForName(  slideFrameNames[i].frontFrame3 );
           f4 = R_TextureNumForName(  slideFrameNames[i].frontFrame4 );
          
           slideFrames[i].frontFrames[0] = f1;
           slideFrames[i].frontFrames[1] = f2;
           slideFrames[i].frontFrames[2] = f3;
           slideFrames[i].frontFrames[3] = f4;
          
           f1 = R_TextureNumForName(  slideFrameNames[i].backFrame1 );
           f2 = R_TextureNumForName(  slideFrameNames[i].backFrame2 );
           f3 = R_TextureNumForName(  slideFrameNames[i].backFrame3 );
           f4 = R_TextureNumForName(  slideFrameNames[i].backFrame4 );
          
           slideFrames[i].backFrames[0] = f1;
           slideFrames[i].backFrames[1] = f2;
           slideFrames[i].backFrames[2] = f3;
           slideFrames[i].backFrames[3] = f4;
           }
          }
          
          
          //
          // Return index into "slideFrames" array
          // for which door type to use
          //
     610  int P_FindSlidingDoorType(  line_t* line )
          {
           int i;
           int val;
          
           for (  i = 0;i < MAXSLIDEDOORS;i++ )
           {
           val = sides[line->sidenum[0]].midtexture;
           if (  val == slideFrames[i].frontFrames[0] )
           return i;
           }
          
           return -1;
          }
          
     625  void T_SlidingDoor (  slidedoor_t* door )
          {
           switch(  door->status )
           {
           case sd_opening:
           if (  !door->timer-- )
           {
           if (  ++door->frame == SNUMFRAMES )
           {
           // IF DOOR IS DONE OPENING...
           sides[door->line->sidenum[0]].midtexture = 0;
           sides[door->line->sidenum[1]].midtexture = 0;
           door->line->flags &= ML_BLOCKING^0xff;
          
           if (  door->type == sdt_openOnly )
           {
           door->frontsector->specialdata = NULL;
           P_RemoveThinker (  &door->thinker );
           break;
           }
          
           door->timer = SDOORWAIT;
           door->status = sd_waiting;
           }
           else
           {
           // IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
           door->timer = SWAITTICS;
          
           sides[door->line->sidenum[0]].midtexture =
           slideFrames[door->whichDoorIndex].
           frontFrames[door->frame];
           sides[door->line->sidenum[1]].midtexture =
           slideFrames[door->whichDoorIndex].
           backFrames[door->frame];
           }
           }
           break;
          
           case sd_waiting:
           // IF DOOR IS DONE WAITING...
           if (  !door->timer-- )
           {
           // CAN DOOR CLOSE?
           if (  door->frontsector->thinglist != NULL ||
           door->backsector->thinglist != NULL )
           {
           door->timer = SDOORWAIT;
           break;
           }
          
           //door->frame = SNUMFRAMES-1;
           door->status = sd_closing;
           door->timer = SWAITTICS;
           }
           break;
          
           case sd_closing:
           if (  !door->timer-- )
           {
           if (  --door->frame < 0 )
           {
           // IF DOOR IS DONE CLOSING...
           door->line->flags |= ML_BLOCKING;
           door->frontsector->specialdata = NULL;
           P_RemoveThinker (  &door->thinker );
           break;
           }
           else
           {
           // IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
           door->timer = SWAITTICS;
          
           sides[door->line->sidenum[0]].midtexture =
           slideFrames[door->whichDoorIndex].
           frontFrames[door->frame];
           sides[door->line->sidenum[1]].midtexture =
           slideFrames[door->whichDoorIndex].
           backFrames[door->frame];
           }
           }
           break;
           }
          }
          
          
          
          void
     713  EV_SlidingDoor
          (   line_t* line,  
           mobj_t* thing  )
          {
           sector_t* sec;
           slidedoor_t* door;
          
           // DOOM II ONLY...
           if (  gamemode != commercial )
           return;
          
           // Make sure door isn't already being animated
           sec = line->frontsector;
           door = NULL;
           if (  sec->specialdata )
           {
           if (  !thing->player )
           return;
          
           door = sec->specialdata;
           if (  door->type == sdt_openAndClose )
           {
           if (  door->status == sd_waiting )
           door->status = sd_closing;
           }
           else
           return;
           }
          
           // Init sliding door vars
           if (  !door )
           {
           door = Z_Malloc (  sizeof(  *door ),   PU_LEVSPEC,   0 );
           P_AddThinker (  &door->thinker );
           sec->specialdata = door;
          
           door->type = sdt_openAndClose;
           door->status = sd_opening;
           door->whichDoorIndex = P_FindSlidingDoorType(  line );
          
           if (  door->whichDoorIndex < 0 )
           I_Error(  "EV_SlidingDoor: Can't use texture for sliding door!" );
          
           door->frontsector = sec;
           door->backsector = line->backsector;
           door->thinker.function = T_SlidingDoor;
           door->timer = SWAITTICS;
           door->frame = 0;
           door->line = line;
           }
          }
          #endif

p_enemy.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Enemy thinking,   AI.
          // Action Pointer Functions
          // that are associated with states/frames.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_enemy.c,  v 1.5 1997/02/03 22:45:11 b1 Exp $";
          
          #include <stdlib.h>
          
          #include "m_random.h"
          #include "i_system.h"
          
          #include "doomdef.h"
          #include "p_local.h"
          
          #include "s_sound.h"
          
          #include "g_game.h"
          
          // State.
          #include "doomstat.h"
          #include "r_state.h"
          
          // Data.
          #include "sounds.h"
          
          
          
          
          typedef enum
          {
           DI_EAST,  
           DI_NORTHEAST,  
           DI_NORTH,  
           DI_NORTHWEST,  
           DI_WEST,  
           DI_SOUTHWEST,  
           DI_SOUTH,  
           DI_SOUTHEAST,  
           DI_NODIR,  
           NUMDIRS
          
          } dirtype_t;
          
          
          //
          // P_NewChaseDir related LUT.
          //
          dirtype_t opposite[] =
          {
           DI_WEST,   DI_SOUTHWEST,   DI_SOUTH,   DI_SOUTHEAST,  
           DI_EAST,   DI_NORTHEAST,   DI_NORTH,   DI_NORTHWEST,   DI_NODIR
          };
          
          dirtype_t diags[] =
          {
           DI_NORTHWEST,   DI_NORTHEAST,   DI_SOUTHWEST,   DI_SOUTHEAST
          };
          
          
          
          
          
      85  void A_Fall (  mobj_t *actor );
          
          
          //
          // ENEMY THINKING
          // Enemies are allways spawned
          // with targetplayer = -1,   threshold = 0
          // Most monsters are spawned unaware of all players,  
          // but some can be made preaware
          //
          
          
          //
          // Called by P_NoiseAlert.
          // Recursively traverse adjacent sectors,  
          // sound blocking lines cut off traversal.
          //
          
          mobj_t* soundtarget;
          
          void
     106  P_RecursiveSound
          (   sector_t* sec,  
           int soundblocks  )
          {
           int i;
           line_t* check;
           sector_t* other;
          
           // wake up all monsters in this sector
           if (  sec->validcount == validcount
           && sec->soundtraversed <= soundblocks+1 )
           {
           return; // already flooded
           }
          
           sec->validcount = validcount;
           sec->soundtraversed = soundblocks+1;
           sec->soundtarget = soundtarget;
          
           for (  i=0 ;i<sec->linecount ; i++ )
           {
           check = sec->lines[i];
           if (  ! (  check->flags & ML_TWOSIDED )  )
           continue;
          
           P_LineOpening (  check );
          
           if (  openrange <= 0 )
           continue; // closed door
          
           if (   sides[ check->sidenum[0] ].sector == sec )
           other = sides[ check->sidenum[1] ] .sector;
           else
           other = sides[ check->sidenum[0] ].sector;
          
           if (  check->flags & ML_SOUNDBLOCK )
           {
           if (  !soundblocks )
           P_RecursiveSound (  other,   1 );
           }
           else
           P_RecursiveSound (  other,   soundblocks );
           }
          }
          
          
          
          //
          // P_NoiseAlert
          // If a monster yells at a player,  
          // it will alert other monsters to the player.
          //
          void
     159  P_NoiseAlert
          (   mobj_t* target,  
           mobj_t* emmiter  )
          {
           soundtarget = target;
           validcount++;
           P_RecursiveSound (  emmiter->subsector->sector,   0 );
          }
          
          
          
          
          //
          // P_CheckMeleeRange
          //
     174  boolean P_CheckMeleeRange (  mobj_t* actor )
          {
           mobj_t* pl;
           fixed_t dist;
          
           if (  !actor->target )
           return false;
          
           pl = actor->target;
           dist = P_AproxDistance (  pl->x-actor->x,   pl->y-actor->y );
          
           if (  dist >= MELEERANGE-20*FRACUNIT+pl->info->radius )
           return false;
          
           if (  ! P_CheckSight (  actor,   actor->target )  )
           return false;
          
           return true;
          }
          
          //
          // P_CheckMissileRange
          //
     197  boolean P_CheckMissileRange (  mobj_t* actor )
          {
           fixed_t dist;
          
           if (  ! P_CheckSight (  actor,   actor->target )  )
           return false;
          
           if (   actor->flags & MF_JUSTHIT  )
           {
           // the target just hit the enemy,  
           // so fight back!
           actor->flags &= ~MF_JUSTHIT;
           return true;
           }
          
           if (  actor->reactiontime )
           return false; // do not attack yet
          
           // OPTIMIZE: get this from a global checksight
           dist = P_AproxDistance (   actor->x-actor->target->x,  
           actor->y-actor->target->y ) - 64*FRACUNIT;
          
           if (  !actor->info->meleestate )
           dist -= 128*FRACUNIT; // no melee attack,   so fire more
          
           dist >>= 16;
          
           if (  actor->type == MT_VILE )
           {
           if (  dist > 14*64 )
           return false; // too far away
           }
          
          
           if (  actor->type == MT_UNDEAD )
           {
           if (  dist < 196 )
           return false; // close for fist attack
           dist >>= 1;
           }
          
          
           if (  actor->type == MT_CYBORG
           || actor->type == MT_SPIDER
           || actor->type == MT_SKULL )
           {
           dist >>= 1;
           }
          
           if (  dist > 200 )
           dist = 200;
          
           if (  actor->type == MT_CYBORG && dist > 160 )
           dist = 160;
          
           if (  P_Random (   ) < dist )
           return false;
          
           return true;
          }
          
          
          //
          // P_Move
          // Move in the current direction,  
          // returns false if the move is blocked.
          //
          fixed_t xspeed[8] = {FRACUNIT,  47000,  0,  -47000,  -FRACUNIT,  -47000,  0,  47000};
          fixed_t yspeed[8] = {0,  47000,  FRACUNIT,  47000,  0,  -47000,  -FRACUNIT,  -47000};
          
          #define MAXSPECIALCROSS 8
          
          extern line_t* spechit[MAXSPECIALCROSS];
          extern int numspechit;
          
     272  boolean P_Move (  mobj_t* actor )
          {
           fixed_t tryx;
           fixed_t tryy;
          
           line_t* ld;
          
           // warning: 'catch',   'throw',   and 'try'
           // are all C++ reserved words
           boolean try_ok;
           boolean good;
          
           if (  actor->movedir == DI_NODIR )
           return false;
          
           if (  (  unsigned )actor->movedir >= 8 )
           I_Error (  "Weird actor->movedir!" );
          
           tryx = actor->x + actor->info->speed*xspeed[actor->movedir];
           tryy = actor->y + actor->info->speed*yspeed[actor->movedir];
          
           try_ok = P_TryMove (  actor,   tryx,   tryy );
          
           if (  !try_ok )
           {
           // open any specials
           if (  actor->flags & MF_FLOAT && floatok )
           {
           // must adjust height
           if (  actor->z < tmfloorz )
           actor->z += FLOATSPEED;
           else
           actor->z -= FLOATSPEED;
          
           actor->flags |= MF_INFLOAT;
           return true;
           }
          
           if (  !numspechit )
           return false;
          
           actor->movedir = DI_NODIR;
           good = false;
           while (  numspechit-- )
           {
           ld = spechit[numspechit];
           // if the special is not a door
           // that can be opened,  
           // return false
           if (  P_UseSpecialLine (  actor,   ld,  0 ) )
           good = true;
           }
           return good;
           }
           else
           {
           actor->flags &= ~MF_INFLOAT;
           }
          
          
           if (  ! (  actor->flags & MF_FLOAT )  )
           actor->z = actor->floorz;
           return true;
          }
          
          
          //
          // TryWalk
          // Attempts to move actor on
          // in its current (  ob->moveangle ) direction.
          // If blocked by either a wall or an actor
          // returns FALSE
          // If move is either clear or blocked only by a door,  
          // returns TRUE and sets...
          // If a door is in the way,  
          // an OpenDoor call is made to start it opening.
          //
     349  boolean P_TryWalk (  mobj_t* actor )
          {
           if (  !P_Move (  actor ) )
           {
           return false;
           }
          
           actor->movecount = P_Random(   )&15;
           return true;
          }
          
          
          
          
     363  void P_NewChaseDir (  mobj_t* actor )
          {
           fixed_t deltax;
           fixed_t deltay;
          
           dirtype_t d[3];
          
           int tdir;
           dirtype_t olddir;
          
           dirtype_t turnaround;
          
           if (  !actor->target )
           I_Error (  "P_NewChaseDir: called with no target" );
          
           olddir = actor->movedir;
           turnaround=opposite[olddir];
          
           deltax = actor->target->x - actor->x;
           deltay = actor->target->y - actor->y;
          
           if (  deltax>10*FRACUNIT )
           d[1]= DI_EAST;
           else if (  deltax<-10*FRACUNIT )
           d[1]= DI_WEST;
           else
           d[1]=DI_NODIR;
          
           if (  deltay<-10*FRACUNIT )
           d[2]= DI_SOUTH;
           else if (  deltay>10*FRACUNIT )
           d[2]= DI_NORTH;
           else
           d[2]=DI_NODIR;
          
           // try direct route
           if (  d[1] != DI_NODIR
           && d[2] != DI_NODIR )
           {
           actor->movedir = diags[(  (  deltay<0 )<<1 )+(  deltax>0 )];
           if (  actor->movedir != turnaround && P_TryWalk(  actor ) )
           return;
           }
          
           // try other directions
           if (  P_Random(   ) > 200
           || abs(  deltay )>abs(  deltax ) )
           {
           tdir=d[1];
           d[1]=d[2];
           d[2]=tdir;
           }
          
           if (  d[1]==turnaround )
           d[1]=DI_NODIR;
           if (  d[2]==turnaround )
           d[2]=DI_NODIR;
          
           if (  d[1]!=DI_NODIR )
           {
           actor->movedir = d[1];
           if (  P_TryWalk(  actor ) )
           {
           // either moved forward or attacked
           return;
           }
           }
          
           if (  d[2]!=DI_NODIR )
           {
           actor->movedir =d[2];
          
           if (  P_TryWalk(  actor ) )
           return;
           }
          
           // there is no direct path to the player,  
           // so pick another direction.
           if (  olddir!=DI_NODIR )
           {
           actor->movedir =olddir;
          
           if (  P_TryWalk(  actor ) )
           return;
           }
          
           // randomly determine direction of search
           if (  P_Random(   )&1 )
           {
           for (   tdir=DI_EAST;
           tdir<=DI_SOUTHEAST;
           tdir++  )
           {
           if (  tdir!=turnaround )
           {
           actor->movedir =tdir;
          
           if (   P_TryWalk(  actor )  )
           return;
           }
           }
           }
           else
           {
           for (   tdir=DI_SOUTHEAST;
           tdir != (  DI_EAST-1 );
           tdir--  )
           {
           if (  tdir!=turnaround )
           {
           actor->movedir =tdir;
          
           if (   P_TryWalk(  actor )  )
           return;
           }
           }
           }
          
           if (  turnaround != DI_NODIR )
           {
           actor->movedir =turnaround;
           if (   P_TryWalk(  actor )  )
           return;
           }
          
           actor->movedir = DI_NODIR; // can not move
          }
          
          
          
          //
          // P_LookForPlayers
          // If allaround is false,   only look 180 degrees in front.
          // Returns true if a player is targeted.
          //
          boolean
     499  P_LookForPlayers
          (   mobj_t* actor,  
           boolean allaround  )
          {
           int c;
           int stop;
           player_t* player;
           sector_t* sector;
           angle_t an;
           fixed_t dist;
          
           sector = actor->subsector->sector;
          
           c = 0;
           stop = (  actor->lastlook-1 )&3;
          
           for (   ; ; actor->lastlook = (  actor->lastlook+1 )&3  )
           {
           if (  !playeringame[actor->lastlook] )
           continue;
          
           if (  c++ == 2
           || actor->lastlook == stop )
           {
           // done looking
           return false;
           }
          
           player = &players[actor->lastlook];
          
           if (  player->health <= 0 )
           continue; // dead
          
           if (  !P_CheckSight (  actor,   player->mo ) )
           continue; // out of sight
          
           if (  !allaround )
           {
           an = R_PointToAngle2 (  actor->x,  
           actor->y,  
           player->mo->x,  
           player->mo->y )
           - actor->angle;
          
           if (  an > ANG90 && an < ANG270 )
           {
           dist = P_AproxDistance (  player->mo->x - actor->x,  
           player->mo->y - actor->y );
           // if real close,   react anyway
           if (  dist > MELEERANGE )
           continue; // behind back
           }
           }
          
           actor->target = player->mo;
           return true;
           }
          
           return false;
          }
          
          
          //
          // A_KeenDie
          // DOOM II special,   map 32.
          // Uses special tag 666.
          //
     566  void A_KeenDie (  mobj_t* mo )
          {
           thinker_t* th;
           mobj_t* mo2;
           line_t junk;
          
           A_Fall (  mo );
          
           // scan the remaining thinkers
           // to see if all Keens are dead
           for (  th = thinkercap.next ; th != &thinkercap ; th=th->next )
           {
           if (  th->function.acp1 != (  actionf_p1 )P_MobjThinker )
           continue;
          
           mo2 = (  mobj_t * )th;
           if (  mo2 != mo
           && mo2->type == mo->type
           && mo2->health > 0 )
           {
           // other Keen not dead
           return;
           }
           }
          
           junk.tag = 666;
           EV_DoDoor(  &junk,  open );
          }
          
          
          //
          // ACTION ROUTINES
          //
          
          //
          // A_Look
          // Stay in state until a player is sighted.
          //
     604  void A_Look (  mobj_t* actor )
          {
           mobj_t* targ;
          
           actor->threshold = 0; // any shot will wake up
           targ = actor->subsector->sector->soundtarget;
          
           if (  targ
           && (  targ->flags & MF_SHOOTABLE )  )
           {
           actor->target = targ;
          
           if (   actor->flags & MF_AMBUSH  )
           {
           if (  P_CheckSight (  actor,   actor->target ) )
           goto seeyou;
           }
           else
           goto seeyou;
           }
          
          
           if (  !P_LookForPlayers (  actor,   false )  )
           return;
          
           // go into chase state
           seeyou:
           if (  actor->info->seesound )
           {
           int sound;
          
           switch (  actor->info->seesound )
           {
           case sfx_posit1:
           case sfx_posit2:
           case sfx_posit3:
           sound = sfx_posit1+P_Random(   )%3;
           break;
          
           case sfx_bgsit1:
           case sfx_bgsit2:
           sound = sfx_bgsit1+P_Random(   )%2;
           break;
          
           default:
           sound = actor->info->seesound;
           break;
           }
          
           if (  actor->type==MT_SPIDER
           || actor->type == MT_CYBORG )
           {
           // full volume
           S_StartSound (  NULL,   sound );
           }
           else
           S_StartSound (  actor,   sound );
           }
          
           P_SetMobjState (  actor,   actor->info->seestate );
          }
          
          
          //
          // A_Chase
          // Actor has a melee attack,  
          // so it tries to close as fast as possible
          //
     672  void A_Chase (  mobj_t* actor )
          {
           int delta;
          
           if (  actor->reactiontime )
           actor->reactiontime--;
          
          
           // modify target threshold
           if (  actor->threshold )
           {
           if (  !actor->target
           || actor->target->health <= 0 )
           {
           actor->threshold = 0;
           }
           else
           actor->threshold--;
           }
          
           // turn towards movement direction if not there yet
           if (  actor->movedir < 8 )
           {
           actor->angle &= (  7<<29 );
           delta = actor->angle - (  actor->movedir << 29 );
          
           if (  delta > 0 )
           actor->angle -= ANG90/2;
           else if (  delta < 0 )
           actor->angle += ANG90/2;
           }
          
           if (  !actor->target
           || !(  actor->target->flags&MF_SHOOTABLE ) )
           {
           // look for a new target
           if (  P_LookForPlayers(  actor,  true ) )
           return; // got a new target
          
           P_SetMobjState (  actor,   actor->info->spawnstate );
           return;
           }
          
           // do not attack twice in a row
           if (  actor->flags & MF_JUSTATTACKED )
           {
           actor->flags &= ~MF_JUSTATTACKED;
           if (  gameskill != sk_nightmare && !fastparm )
           P_NewChaseDir (  actor );
           return;
           }
          
           // check for melee attack
           if (  actor->info->meleestate
           && P_CheckMeleeRange (  actor ) )
           {
           if (  actor->info->attacksound )
           S_StartSound (  actor,   actor->info->attacksound );
          
           P_SetMobjState (  actor,   actor->info->meleestate );
           return;
           }
          
           // check for missile attack
           if (  actor->info->missilestate )
           {
           if (  gameskill < sk_nightmare
           && !fastparm && actor->movecount )
           {
           goto nomissile;
           }
          
           if (  !P_CheckMissileRange (  actor ) )
           goto nomissile;
          
           P_SetMobjState (  actor,   actor->info->missilestate );
           actor->flags |= MF_JUSTATTACKED;
           return;
           }
          
           // ?
           nomissile:
           // possibly choose another target
           if (  netgame
           && !actor->threshold
           && !P_CheckSight (  actor,   actor->target )  )
           {
           if (  P_LookForPlayers(  actor,  true ) )
           return; // got a new target
           }
          
           // chase towards player
           if (  --actor->movecount<0
           || !P_Move (  actor ) )
           {
           P_NewChaseDir (  actor );
           }
          
           // make active sound
           if (  actor->info->activesound
           && P_Random (   ) < 3 )
           {
           S_StartSound (  actor,   actor->info->activesound );
           }
          }
          
          
          //
          // A_FaceTarget
          //
     782  void A_FaceTarget (  mobj_t* actor )
          {
           if (  !actor->target )
           return;
          
           actor->flags &= ~MF_AMBUSH;
          
           actor->angle = R_PointToAngle2 (  actor->x,  
           actor->y,  
           actor->target->x,  
           actor->target->y );
          
           if (  actor->target->flags & MF_SHADOW )
           actor->angle += (  P_Random(   )-P_Random(   ) )<<21;
          }
          
          
          //
          // A_PosAttack
          //
     802  void A_PosAttack (  mobj_t* actor )
          {
           int angle;
           int damage;
           int slope;
          
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
           angle = actor->angle;
           slope = P_AimLineAttack (  actor,   angle,   MISSILERANGE );
          
           S_StartSound (  actor,   sfx_pistol );
           angle += (  P_Random(   )-P_Random(   ) )<<20;
           damage = (  (  P_Random(   )%5 )+1 )*3;
           P_LineAttack (  actor,   angle,   MISSILERANGE,   slope,   damage );
          }
          
     821  void A_SPosAttack (  mobj_t* actor )
          {
           int i;
           int angle;
           int bangle;
           int damage;
           int slope;
          
           if (  !actor->target )
           return;
          
           S_StartSound (  actor,   sfx_shotgn );
           A_FaceTarget (  actor );
           bangle = actor->angle;
           slope = P_AimLineAttack (  actor,   bangle,   MISSILERANGE );
          
           for (  i=0 ; i<3 ; i++ )
           {
           angle = bangle + (  (  P_Random(   )-P_Random(   ) )<<20 );
           damage = (  (  P_Random(   )%5 )+1 )*3;
           P_LineAttack (  actor,   angle,   MISSILERANGE,   slope,   damage );
           }
          }
          
     845  void A_CPosAttack (  mobj_t* actor )
          {
           int angle;
           int bangle;
           int damage;
           int slope;
          
           if (  !actor->target )
           return;
          
           S_StartSound (  actor,   sfx_shotgn );
           A_FaceTarget (  actor );
           bangle = actor->angle;
           slope = P_AimLineAttack (  actor,   bangle,   MISSILERANGE );
          
           angle = bangle + (  (  P_Random(   )-P_Random(   ) )<<20 );
           damage = (  (  P_Random(   )%5 )+1 )*3;
           P_LineAttack (  actor,   angle,   MISSILERANGE,   slope,   damage );
          }
          
     865  void A_CPosRefire (  mobj_t* actor )
          {
           // keep firing unless target got out of sight
           A_FaceTarget (  actor );
          
           if (  P_Random (   ) < 40 )
           return;
          
           if (  !actor->target
           || actor->target->health <= 0
           || !P_CheckSight (  actor,   actor->target )  )
           {
           P_SetMobjState (  actor,   actor->info->seestate );
           }
          }
          
          
     882  void A_SpidRefire (  mobj_t* actor )
          {
           // keep firing unless target got out of sight
           A_FaceTarget (  actor );
          
           if (  P_Random (   ) < 10 )
           return;
          
           if (  !actor->target
           || actor->target->health <= 0
           || !P_CheckSight (  actor,   actor->target )  )
           {
           P_SetMobjState (  actor,   actor->info->seestate );
           }
          }
          
     898  void A_BspiAttack (  mobj_t *actor )
          {
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
          
           // launch a missile
           P_SpawnMissile (  actor,   actor->target,   MT_ARACHPLAZ );
          }
          
          
          //
          // A_TroopAttack
          //
     913  void A_TroopAttack (  mobj_t* actor )
          {
           int damage;
          
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
           if (  P_CheckMeleeRange (  actor ) )
           {
           S_StartSound (  actor,   sfx_claw );
           damage = (  P_Random(   )%8+1 )*3;
           P_DamageMobj (  actor->target,   actor,   actor,   damage );
           return;
           }
          
          
           // launch a missile
           P_SpawnMissile (  actor,   actor->target,   MT_TROOPSHOT );
          }
          
          
     935  void A_SargAttack (  mobj_t* actor )
          {
           int damage;
          
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
           if (  P_CheckMeleeRange (  actor ) )
           {
           damage = (  (  P_Random(   )%10 )+1 )*4;
           P_DamageMobj (  actor->target,   actor,   actor,   damage );
           }
          }
          
     950  void A_HeadAttack (  mobj_t* actor )
          {
           int damage;
          
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
           if (  P_CheckMeleeRange (  actor ) )
           {
           damage = (  P_Random(   )%6+1 )*10;
           P_DamageMobj (  actor->target,   actor,   actor,   damage );
           return;
           }
          
           // launch a missile
           P_SpawnMissile (  actor,   actor->target,   MT_HEADSHOT );
          }
          
     969  void A_CyberAttack (  mobj_t* actor )
          {
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
           P_SpawnMissile (  actor,   actor->target,   MT_ROCKET );
          }
          
          
     979  void A_BruisAttack (  mobj_t* actor )
          {
           int damage;
          
           if (  !actor->target )
           return;
          
           if (  P_CheckMeleeRange (  actor ) )
           {
           S_StartSound (  actor,   sfx_claw );
           damage = (  P_Random(   )%8+1 )*10;
           P_DamageMobj (  actor->target,   actor,   actor,   damage );
           return;
           }
          
           // launch a missile
           P_SpawnMissile (  actor,   actor->target,   MT_BRUISERSHOT );
          }
          
          
          //
          // A_SkelMissile
          //
    1002  void A_SkelMissile (  mobj_t* actor )
          {
           mobj_t* mo;
          
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
           actor->z += 16*FRACUNIT; // so missile spawns higher
           mo = P_SpawnMissile (  actor,   actor->target,   MT_TRACER );
           actor->z -= 16*FRACUNIT; // back to normal
          
           mo->x += mo->momx;
           mo->y += mo->momy;
           mo->tracer = actor->target;
          }
          
          int TRACEANGLE = 0xc000000;
          
    1021  void A_Tracer (  mobj_t* actor )
          {
           angle_t exact;
           fixed_t dist;
           fixed_t slope;
           mobj_t* dest;
           mobj_t* th;
          
           if (  gametic & 3 )
           return;
          
           // spawn a puff of smoke behind the rocket
           P_SpawnPuff (  actor->x,   actor->y,   actor->z );
          
           th = P_SpawnMobj (  actor->x-actor->momx,  
           actor->y-actor->momy,  
           actor->z,   MT_SMOKE );
          
           th->momz = FRACUNIT;
           th->tics -= P_Random(   )&3;
           if (  th->tics < 1 )
           th->tics = 1;
          
           // adjust direction
           dest = actor->tracer;
          
           if (  !dest || dest->health <= 0 )
           return;
          
           // change angle
           exact = R_PointToAngle2 (  actor->x,  
           actor->y,  
           dest->x,  
           dest->y );
          
           if (  exact != actor->angle )
           {
           if (  exact - actor->angle > 0x80000000 )
           {
           actor->angle -= TRACEANGLE;
           if (  exact - actor->angle < 0x80000000 )
           actor->angle = exact;
           }
           else
           {
           actor->angle += TRACEANGLE;
           if (  exact - actor->angle > 0x80000000 )
           actor->angle = exact;
           }
           }
          
           exact = actor->angle>>ANGLETOFINESHIFT;
           actor->momx = FixedMul (  actor->info->speed,   finecosine[exact] );
           actor->momy = FixedMul (  actor->info->speed,   finesine[exact] );
          
           // change slope
           dist = P_AproxDistance (  dest->x - actor->x,  
           dest->y - actor->y );
          
           dist = dist / actor->info->speed;
          
           if (  dist < 1 )
           dist = 1;
           slope = (  dest->z+40*FRACUNIT - actor->z ) / dist;
          
           if (  slope < actor->momz )
           actor->momz -= FRACUNIT/8;
           else
           actor->momz += FRACUNIT/8;
          }
          
          
    1093  void A_SkelWhoosh (  mobj_t* actor )
          {
           if (  !actor->target )
           return;
           A_FaceTarget (  actor );
           S_StartSound (  actor,  sfx_skeswg );
          }
          
    1101  void A_SkelFist (  mobj_t* actor )
          {
           int damage;
          
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
          
           if (  P_CheckMeleeRange (  actor ) )
           {
           damage = (  (  P_Random(   )%10 )+1 )*6;
           S_StartSound (  actor,   sfx_skepch );
           P_DamageMobj (  actor->target,   actor,   actor,   damage );
           }
          }
          
          
          
          //
          // PIT_VileCheck
          // Detect a corpse that could be raised.
          //
          mobj_t* corpsehit;
          mobj_t* vileobj;
          fixed_t viletryx;
          fixed_t viletryy;
          
    1129  boolean PIT_VileCheck (  mobj_t* thing )
          {
           int maxdist;
           boolean check;
          
           if (  !(  thing->flags & MF_CORPSE )  )
           return true; // not a monster
          
           if (  thing->tics != -1 )
           return true; // not lying still yet
          
           if (  thing->info->raisestate == S_NULL )
           return true; // monster doesn't have a raise state
          
           maxdist = thing->info->radius + mobjinfo[MT_VILE].radius;
          
           if (   abs(  thing->x - viletryx ) > maxdist
           || abs(  thing->y - viletryy ) > maxdist  )
           return true; // not actually touching
          
           corpsehit = thing;
           corpsehit->momx = corpsehit->momy = 0;
           corpsehit->height <<= 2;
           check = P_CheckPosition (  corpsehit,   corpsehit->x,   corpsehit->y );
           corpsehit->height >>= 2;
          
           if (  !check )
           return true; // doesn't fit here
          
           return false; // got one,   so stop checking
          }
          
          
          
          //
          // A_VileChase
          // Check for ressurecting a body
          //
    1167  void A_VileChase (  mobj_t* actor )
          {
           int xl;
           int xh;
           int yl;
           int yh;
          
           int bx;
           int by;
          
           mobjinfo_t* info;
           mobj_t* temp;
          
           if (  actor->movedir != DI_NODIR )
           {
           // check for corpses to raise
           viletryx =
           actor->x + actor->info->speed*xspeed[actor->movedir];
           viletryy =
           actor->y + actor->info->speed*yspeed[actor->movedir];
          
           xl = (  viletryx - bmaporgx - MAXRADIUS*2 )>>MAPBLOCKSHIFT;
           xh = (  viletryx - bmaporgx + MAXRADIUS*2 )>>MAPBLOCKSHIFT;
           yl = (  viletryy - bmaporgy - MAXRADIUS*2 )>>MAPBLOCKSHIFT;
           yh = (  viletryy - bmaporgy + MAXRADIUS*2 )>>MAPBLOCKSHIFT;
          
           vileobj = actor;
           for (  bx=xl ; bx<=xh ; bx++ )
           {
           for (  by=yl ; by<=yh ; by++ )
           {
           // Call PIT_VileCheck to check
           // whether object is a corpse
           // that canbe raised.
           if (  !P_BlockThingsIterator(  bx,  by,  PIT_VileCheck ) )
           {
           // got one!
           temp = actor->target;
           actor->target = corpsehit;
           A_FaceTarget (  actor );
           actor->target = temp;
          
           P_SetMobjState (  actor,   S_VILE_HEAL1 );
           S_StartSound (  corpsehit,   sfx_slop );
           info = corpsehit->info;
          
           P_SetMobjState (  corpsehit,  info->raisestate );
           corpsehit->height <<= 2;
           corpsehit->flags = info->flags;
           corpsehit->health = info->spawnhealth;
           corpsehit->target = NULL;
          
           return;
           }
           }
           }
           }
          
           // Return to normal attack.
           A_Chase (  actor );
          }
          
          
          //
          // A_VileStart
          //
    1233  void A_VileStart (  mobj_t* actor )
          {
           S_StartSound (  actor,   sfx_vilatk );
          }
          
          
          //
          // A_Fire
          // Keep fire in front of player unless out of sight
          //
    1243  void A_Fire (  mobj_t* actor );
          
    1245  void A_StartFire (  mobj_t* actor )
          {
           S_StartSound(  actor,  sfx_flamst );
           A_Fire(  actor );
          }
          
    1251  void A_FireCrackle (  mobj_t* actor )
          {
           S_StartSound(  actor,  sfx_flame );
           A_Fire(  actor );
          }
          
    1257  void A_Fire (  mobj_t* actor )
          {
           mobj_t* dest;
           unsigned an;
          
           dest = actor->tracer;
           if (  !dest )
           return;
          
           // don't move it if the vile lost sight
           if (  !P_CheckSight (  actor->target,   dest )  )
           return;
          
           an = dest->angle >> ANGLETOFINESHIFT;
          
           P_UnsetThingPosition (  actor );
           actor->x = dest->x + FixedMul (  24*FRACUNIT,   finecosine[an] );
           actor->y = dest->y + FixedMul (  24*FRACUNIT,   finesine[an] );
           actor->z = dest->z;
           P_SetThingPosition (  actor );
          }
          
          
          
          //
          // A_VileTarget
          // Spawn the hellfire
          //
    1285  void A_VileTarget (  mobj_t* actor )
          {
           mobj_t* fog;
          
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
          
           fog = P_SpawnMobj (  actor->target->x,  
           actor->target->x,  
           actor->target->z,   MT_FIRE );
          
           actor->tracer = fog;
           fog->target = actor;
           fog->tracer = actor->target;
           A_Fire (  fog );
          }
          
          
          
          
          //
          // A_VileAttack
          //
    1310  void A_VileAttack (  mobj_t* actor )
          {
           mobj_t* fire;
           int an;
          
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
          
           if (  !P_CheckSight (  actor,   actor->target )  )
           return;
          
           S_StartSound (  actor,   sfx_barexp );
           P_DamageMobj (  actor->target,   actor,   actor,   20 );
           actor->target->momz = 1000*FRACUNIT/actor->target->info->mass;
          
           an = actor->angle >> ANGLETOFINESHIFT;
          
           fire = actor->tracer;
          
           if (  !fire )
           return;
          
           // move the fire between the vile and the player
           fire->x = actor->target->x - FixedMul (  24*FRACUNIT,   finecosine[an] );
           fire->y = actor->target->y - FixedMul (  24*FRACUNIT,   finesine[an] );
           P_RadiusAttack (  fire,   actor,   70  );
          }
          
          
          
          
          //
          // Mancubus attack,  
          // firing three missiles (  bruisers )
          // in three different directions?
          // Doesn't look like it.
          //
          #define FATSPREAD (  ANG90/8 )
          
    1351  void A_FatRaise (  mobj_t *actor )
          {
           A_FaceTarget (  actor );
           S_StartSound (  actor,   sfx_manatk );
          }
          
          
    1358  void A_FatAttack1 (  mobj_t* actor )
          {
           mobj_t* mo;
           int an;
          
           A_FaceTarget (  actor );
           // Change direction to ...
           actor->angle += FATSPREAD;
           P_SpawnMissile (  actor,   actor->target,   MT_FATSHOT );
          
           mo = P_SpawnMissile (  actor,   actor->target,   MT_FATSHOT );
           mo->angle += FATSPREAD;
           an = mo->angle >> ANGLETOFINESHIFT;
           mo->momx = FixedMul (  mo->info->speed,   finecosine[an] );
           mo->momy = FixedMul (  mo->info->speed,   finesine[an] );
          }
          
    1375  void A_FatAttack2 (  mobj_t* actor )
          {
           mobj_t* mo;
           int an;
          
           A_FaceTarget (  actor );
           // Now here choose opposite deviation.
           actor->angle -= FATSPREAD;
           P_SpawnMissile (  actor,   actor->target,   MT_FATSHOT );
          
           mo = P_SpawnMissile (  actor,   actor->target,   MT_FATSHOT );
           mo->angle -= FATSPREAD*2;
           an = mo->angle >> ANGLETOFINESHIFT;
           mo->momx = FixedMul (  mo->info->speed,   finecosine[an] );
           mo->momy = FixedMul (  mo->info->speed,   finesine[an] );
          }
          
    1392  void A_FatAttack3 (  mobj_t* actor )
          {
           mobj_t* mo;
           int an;
          
           A_FaceTarget (  actor );
          
           mo = P_SpawnMissile (  actor,   actor->target,   MT_FATSHOT );
           mo->angle -= FATSPREAD/2;
           an = mo->angle >> ANGLETOFINESHIFT;
           mo->momx = FixedMul (  mo->info->speed,   finecosine[an] );
           mo->momy = FixedMul (  mo->info->speed,   finesine[an] );
          
           mo = P_SpawnMissile (  actor,   actor->target,   MT_FATSHOT );
           mo->angle += FATSPREAD/2;
           an = mo->angle >> ANGLETOFINESHIFT;
           mo->momx = FixedMul (  mo->info->speed,   finecosine[an] );
           mo->momy = FixedMul (  mo->info->speed,   finesine[an] );
          }
          
          
          //
          // SkullAttack
          // Fly at the player like a missile.
          //
          #define SKULLSPEED (  20*FRACUNIT )
          
    1419  void A_SkullAttack (  mobj_t* actor )
          {
           mobj_t* dest;
           angle_t an;
           int dist;
          
           if (  !actor->target )
           return;
          
           dest = actor->target;
           actor->flags |= MF_SKULLFLY;
          
           S_StartSound (  actor,   actor->info->attacksound );
           A_FaceTarget (  actor );
           an = actor->angle >> ANGLETOFINESHIFT;
           actor->momx = FixedMul (  SKULLSPEED,   finecosine[an] );
           actor->momy = FixedMul (  SKULLSPEED,   finesine[an] );
           dist = P_AproxDistance (  dest->x - actor->x,   dest->y - actor->y );
           dist = dist / SKULLSPEED;
          
           if (  dist < 1 )
           dist = 1;
           actor->momz = (  dest->z+(  dest->height>>1 ) - actor->z ) / dist;
          }
          
          
          //
          // A_PainShootSkull
          // Spawn a lost soul and launch it at the target
          //
          void
    1450  A_PainShootSkull
          (   mobj_t* actor,  
           angle_t angle  )
          {
           fixed_t x;
           fixed_t y;
           fixed_t z;
          
           mobj_t* newmobj;
           angle_t an;
           int prestep;
           int count;
           thinker_t* currentthinker;
          
           // count total number of skull currently on the level
           count = 0;
          
           currentthinker = thinkercap.next;
           while (  currentthinker != &thinkercap )
           {
           if (   (  currentthinker->function.acp1 == (  actionf_p1 )P_MobjThinker )
           && (  (  mobj_t * )currentthinker )->type == MT_SKULL )
           count++;
           currentthinker = currentthinker->next;
           }
          
           // if there are allready 20 skulls on the level,  
           // don't spit another one
           if (  count > 20 )
           return;
          
          
           // okay,   there's playe for another one
           an = angle >> ANGLETOFINESHIFT;
          
           prestep =
           4*FRACUNIT
           + 3*(  actor->info->radius + mobjinfo[MT_SKULL].radius )/2;
          
           x = actor->x + FixedMul (  prestep,   finecosine[an] );
           y = actor->y + FixedMul (  prestep,   finesine[an] );
           z = actor->z + 8*FRACUNIT;
          
           newmobj = P_SpawnMobj (  x ,   y,   z,   MT_SKULL );
          
           // Check for movements.
           if (  !P_TryMove (  newmobj,   newmobj->x,   newmobj->y ) )
           {
           // kill it immediately
           P_DamageMobj (  newmobj,  actor,  actor,  10000 );
           return;
           }
          
           newmobj->target = actor->target;
           A_SkullAttack (  newmobj );
          }
          
          
          //
          // A_PainAttack
          // Spawn a lost soul and launch it at the target
          //
    1512  void A_PainAttack (  mobj_t* actor )
          {
           if (  !actor->target )
           return;
          
           A_FaceTarget (  actor );
           A_PainShootSkull (  actor,   actor->angle );
          }
          
          
    1522  void A_PainDie (  mobj_t* actor )
          {
           A_Fall (  actor );
           A_PainShootSkull (  actor,   actor->angle+ANG90 );
           A_PainShootSkull (  actor,   actor->angle+ANG180 );
           A_PainShootSkull (  actor,   actor->angle+ANG270 );
          }
          
          
          
          
          
          
    1535  void A_Scream (  mobj_t* actor )
          {
           int sound;
          
           switch (  actor->info->deathsound )
           {
           case 0:
           return;
          
           case sfx_podth1:
           case sfx_podth2:
           case sfx_podth3:
           sound = sfx_podth1 + P_Random (   )%3;
           break;
          
           case sfx_bgdth1:
           case sfx_bgdth2:
           sound = sfx_bgdth1 + P_Random (   )%2;
           break;
          
           default:
           sound = actor->info->deathsound;
           break;
           }
          
           // Check for bosses.
           if (  actor->type==MT_SPIDER
           || actor->type == MT_CYBORG )
           {
           // full volume
           S_StartSound (  NULL,   sound );
           }
           else
           S_StartSound (  actor,   sound );
          }
          
          
    1572  void A_XScream (  mobj_t* actor )
          {
           S_StartSound (  actor,   sfx_slop );
          }
          
    1577  void A_Pain (  mobj_t* actor )
          {
           if (  actor->info->painsound )
           S_StartSound (  actor,   actor->info->painsound );
          }
          
          
          
    1585  void A_Fall (  mobj_t *actor )
          {
           // actor is on ground,   it can be walked over
           actor->flags &= ~MF_SOLID;
          
           // So change this if corpse objects
           // are meant to be obstacles.
          }
          
          
          //
          // A_Explode
          //
    1598  void A_Explode (  mobj_t* thingy )
          {
           P_RadiusAttack (   thingy,   thingy->target,   128  );
          }
          
          
          //
          // A_BossDeath
          // Possibly trigger special effects
          // if on first boss level
          //
    1609  void A_BossDeath (  mobj_t* mo )
          {
           thinker_t* th;
           mobj_t* mo2;
           line_t junk;
           int i;
          
           if (   gamemode == commercial )
           {
           if (  gamemap != 7 )
           return;
          
           if (  (  mo->type != MT_FATSO )
           && (  mo->type != MT_BABY ) )
           return;
           }
           else
           {
           switch(  gameepisode )
           {
           case 1:
           if (  gamemap != 8 )
           return;
          
           if (  mo->type != MT_BRUISER )
           return;
           break;
          
           case 2:
           if (  gamemap != 8 )
           return;
          
           if (  mo->type != MT_CYBORG )
           return;
           break;
          
           case 3:
           if (  gamemap != 8 )
           return;
          
           if (  mo->type != MT_SPIDER )
           return;
          
           break;
          
           case 4:
           switch(  gamemap )
           {
           case 6:
           if (  mo->type != MT_CYBORG )
           return;
           break;
          
           case 8:
           if (  mo->type != MT_SPIDER )
           return;
           break;
          
           default:
           return;
           break;
           }
           break;
          
           default:
           if (  gamemap != 8 )
           return;
           break;
           }
          
           }
          
          
           // make sure there is a player alive for victory
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           if (  playeringame[i] && players[i].health > 0 )
           break;
          
           if (  i==MAXPLAYERS )
           return; // no one left alive,   so do not end game
          
           // scan the remaining thinkers to see
           // if all bosses are dead
           for (  th = thinkercap.next ; th != &thinkercap ; th=th->next )
           {
           if (  th->function.acp1 != (  actionf_p1 )P_MobjThinker )
           continue;
          
           mo2 = (  mobj_t * )th;
           if (  mo2 != mo
           && mo2->type == mo->type
           && mo2->health > 0 )
           {
           // other boss not dead
           return;
           }
           }
          
           // victory!
           if (   gamemode == commercial )
           {
           if (  gamemap == 7 )
           {
           if (  mo->type == MT_FATSO )
           {
           junk.tag = 666;
           EV_DoFloor(  &junk,  lowerFloorToLowest );
           return;
           }
          
           if (  mo->type == MT_BABY )
           {
           junk.tag = 667;
           EV_DoFloor(  &junk,  raiseToTexture );
           return;
           }
           }
           }
           else
           {
           switch(  gameepisode )
           {
           case 1:
           junk.tag = 666;
           EV_DoFloor (  &junk,   lowerFloorToLowest );
           return;
           break;
          
           case 4:
           switch(  gamemap )
           {
           case 6:
           junk.tag = 666;
           EV_DoDoor (  &junk,   blazeOpen );
           return;
           break;
          
           case 8:
           junk.tag = 666;
           EV_DoFloor (  &junk,   lowerFloorToLowest );
           return;
           break;
           }
           }
           }
          
           G_ExitLevel (   );
          }
          
          
    1759  void A_Hoof (  mobj_t* mo )
          {
           S_StartSound (  mo,   sfx_hoof );
           A_Chase (  mo );
          }
          
    1765  void A_Metal (  mobj_t* mo )
          {
           S_StartSound (  mo,   sfx_metal );
           A_Chase (  mo );
          }
          
    1771  void A_BabyMetal (  mobj_t* mo )
          {
           S_StartSound (  mo,   sfx_bspwlk );
           A_Chase (  mo );
          }
          
          void
    1778  A_OpenShotgun2
          (   player_t* player,  
           pspdef_t* psp  )
          {
           S_StartSound (  player->mo,   sfx_dbopn );
          }
          
          void
    1786  A_LoadShotgun2
          (   player_t* player,  
           pspdef_t* psp  )
          {
           S_StartSound (  player->mo,   sfx_dbload );
          }
          
          void
    1794  A_ReFire
          (   player_t* player,  
           pspdef_t* psp  );
          
          void
    1799  A_CloseShotgun2
          (   player_t* player,  
           pspdef_t* psp  )
          {
           S_StartSound (  player->mo,   sfx_dbcls );
           A_ReFire(  player,  psp );
          }
          
          
          
          mobj_t* braintargets[32];
          int numbraintargets;
          int braintargeton;
          
    1813  void A_BrainAwake (  mobj_t* mo )
          {
           thinker_t* thinker;
           mobj_t* m;
          
           // find all the target spots
           numbraintargets = 0;
           braintargeton = 0;
          
           thinker = thinkercap.next;
           for (  thinker = thinkercap.next ;
           thinker != &thinkercap ;
           thinker = thinker->next )
           {
           if (  thinker->function.acp1 != (  actionf_p1 )P_MobjThinker )
           continue; // not a mobj
          
           m = (  mobj_t * )thinker;
          
           if (  m->type == MT_BOSSTARGET  )
           {
           braintargets[numbraintargets] = m;
           numbraintargets++;
           }
           }
          
           S_StartSound (  NULL,  sfx_bossit );
          }
          
          
    1843  void A_BrainPain (  mobj_t* mo )
          {
           S_StartSound (  NULL,  sfx_bospn );
          }
          
          
    1849  void A_BrainScream (  mobj_t* mo )
          {
           int x;
           int y;
           int z;
           mobj_t* th;
          
           for (  x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8 )
           {
           y = mo->y - 320*FRACUNIT;
           z = 128 + P_Random(   )*2*FRACUNIT;
           th = P_SpawnMobj (  x,  y,  z,   MT_ROCKET );
           th->momz = P_Random(   )*512;
          
           P_SetMobjState (  th,   S_BRAINEXPLODE1 );
          
           th->tics -= P_Random(   )&7;
           if (  th->tics < 1 )
           th->tics = 1;
           }
          
           S_StartSound (  NULL,  sfx_bosdth );
          }
          
          
          
    1875  void A_BrainExplode (  mobj_t* mo )
          {
           int x;
           int y;
           int z;
           mobj_t* th;
          
           x = mo->x + (  P_Random (   ) - P_Random (   ) )*2048;
           y = mo->y;
           z = 128 + P_Random(   )*2*FRACUNIT;
           th = P_SpawnMobj (  x,  y,  z,   MT_ROCKET );
           th->momz = P_Random(   )*512;
          
           P_SetMobjState (  th,   S_BRAINEXPLODE1 );
          
           th->tics -= P_Random(   )&7;
           if (  th->tics < 1 )
           th->tics = 1;
          }
          
          
    1896  void A_BrainDie (  mobj_t* mo )
          {
           G_ExitLevel (   );
          }
          
    1901  void A_BrainSpit (  mobj_t* mo )
          {
           mobj_t* targ;
           mobj_t* newmobj;
          
           static int easy = 0;
          
           easy ^= 1;
           if (  gameskill <= sk_easy && (  !easy ) )
           return;
          
           // shoot a cube at current target
           targ = braintargets[braintargeton];
           braintargeton = (  braintargeton+1 )%numbraintargets;
          
           // spawn brain missile
           newmobj = P_SpawnMissile (  mo,   targ,   MT_SPAWNSHOT );
           newmobj->target = targ;
           newmobj->reactiontime =
           (  (  targ->y - mo->y )/newmobj->momy ) / newmobj->state->tics;
          
           S_StartSound(  NULL,   sfx_bospit );
          }
          
          
          
    1927  void A_SpawnFly (  mobj_t* mo );
          
          // travelling cube sound
    1930  void A_SpawnSound (  mobj_t* mo )
          {
           S_StartSound (  mo,  sfx_boscub );
           A_SpawnFly(  mo );
          }
          
    1936  void A_SpawnFly (  mobj_t* mo )
          {
           mobj_t* newmobj;
           mobj_t* fog;
           mobj_t* targ;
           int r;
           mobjtype_t type;
          
           if (  --mo->reactiontime )
           return; // still flying
          
           targ = mo->target;
          
           // First spawn teleport fog.
           fog = P_SpawnMobj (  targ->x,   targ->y,   targ->z,   MT_SPAWNFIRE );
           S_StartSound (  fog,   sfx_telept );
          
           // Randomly select monster to spawn.
           r = P_Random (   );
          
           // Probability distribution (  kind of : ),  
           // decreasing likelihood.
           if (   r<50  )
           type = MT_TROOP;
           else if (  r<90 )
           type = MT_SERGEANT;
           else if (  r<120 )
           type = MT_SHADOWS;
           else if (  r<130 )
           type = MT_PAIN;
           else if (  r<160 )
           type = MT_HEAD;
           else if (  r<162 )
           type = MT_VILE;
           else if (  r<172 )
           type = MT_UNDEAD;
           else if (  r<192 )
           type = MT_BABY;
           else if (  r<222 )
           type = MT_FATSO;
           else if (  r<246 )
           type = MT_KNIGHT;
           else
           type = MT_BRUISER;
          
           newmobj = P_SpawnMobj (  targ->x,   targ->y,   targ->z,   type );
           if (  P_LookForPlayers (  newmobj,   true )  )
           P_SetMobjState (  newmobj,   newmobj->info->seestate );
          
           // telefrag anything in this spot
           P_TeleportMove (  newmobj,   newmobj->x,   newmobj->y );
          
           // remove self (  i.e.,   cube ).
           P_RemoveMobj (  mo );
          }
          
          
          
    1994  void A_PlayerScream (  mobj_t* mo )
          {
           // Default death sound.
           int sound = sfx_pldeth;
          
           if (   (  gamemode == commercial )
           && (  mo->health < -50 ) )
           {
           // IF THE PLAYER DIES
           // LESS THAN -50% WITHOUT GIBBING
           sound = sfx_pdiehi;
           }
          
           S_StartSound (  mo,   sound );
          }

p_floor.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Floor animation: raising stairs.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_floor.c,  v 1.4 1997/02/03 16:47:54 b1 Exp $";
          
          
          #include "z_zone.h"
          #include "doomdef.h"
          #include "p_local.h"
          
          #include "s_sound.h"
          
          // State.
          #include "doomstat.h"
          #include "r_state.h"
          // Data.
          #include "sounds.h"
          
          
          //
          // FLOORS
          //
          
          //
          // Move a plane (  floor or ceiling ) and check for crushing
          //
          result_e
      49  T_MovePlane
          (   sector_t* sector,  
           fixed_t speed,  
           fixed_t dest,  
           boolean crush,  
           int floorOrCeiling,  
           int direction  )
          {
           boolean flag;
           fixed_t lastpos;
          
           switch(  floorOrCeiling )
           {
           case 0:
           // FLOOR
           switch(  direction )
           {
           case -1:
           // DOWN
           if (  sector->floorheight - speed < dest )
           {
           lastpos = sector->floorheight;
           sector->floorheight = dest;
           flag = P_ChangeSector(  sector,  crush );
           if (  flag == true )
           {
           sector->floorheight =lastpos;
           P_ChangeSector(  sector,  crush );
           //return crushed;
           }
           return pastdest;
           }
           else
           {
           lastpos = sector->floorheight;
           sector->floorheight -= speed;
           flag = P_ChangeSector(  sector,  crush );
           if (  flag == true )
           {
           sector->floorheight = lastpos;
           P_ChangeSector(  sector,  crush );
           return crushed;
           }
           }
           break;
          
           case 1:
           // UP
           if (  sector->floorheight + speed > dest )
           {
           lastpos = sector->floorheight;
           sector->floorheight = dest;
           flag = P_ChangeSector(  sector,  crush );
           if (  flag == true )
           {
           sector->floorheight = lastpos;
           P_ChangeSector(  sector,  crush );
           //return crushed;
           }
           return pastdest;
           }
           else
           {
           // COULD GET CRUSHED
           lastpos = sector->floorheight;
           sector->floorheight += speed;
           flag = P_ChangeSector(  sector,  crush );
           if (  flag == true )
           {
           if (  crush == true )
           return crushed;
           sector->floorheight = lastpos;
           P_ChangeSector(  sector,  crush );
           return crushed;
           }
           }
           break;
           }
           break;
          
           case 1:
           // CEILING
           switch(  direction )
           {
           case -1:
           // DOWN
           if (  sector->ceilingheight - speed < dest )
           {
           lastpos = sector->ceilingheight;
           sector->ceilingheight = dest;
           flag = P_ChangeSector(  sector,  crush );
          
           if (  flag == true )
           {
           sector->ceilingheight = lastpos;
           P_ChangeSector(  sector,  crush );
           //return crushed;
           }
           return pastdest;
           }
           else
           {
           // COULD GET CRUSHED
           lastpos = sector->ceilingheight;
           sector->ceilingheight -= speed;
           flag = P_ChangeSector(  sector,  crush );
          
           if (  flag == true )
           {
           if (  crush == true )
           return crushed;
           sector->ceilingheight = lastpos;
           P_ChangeSector(  sector,  crush );
           return crushed;
           }
           }
           break;
          
           case 1:
           // UP
           if (  sector->ceilingheight + speed > dest )
           {
           lastpos = sector->ceilingheight;
           sector->ceilingheight = dest;
           flag = P_ChangeSector(  sector,  crush );
           if (  flag == true )
           {
           sector->ceilingheight = lastpos;
           P_ChangeSector(  sector,  crush );
           //return crushed;
           }
           return pastdest;
           }
           else
           {
           lastpos = sector->ceilingheight;
           sector->ceilingheight += speed;
           flag = P_ChangeSector(  sector,  crush );
          // UNUSED
          #if 0
           if (  flag == true )
           {
           sector->ceilingheight = lastpos;
           P_ChangeSector(  sector,  crush );
           return crushed;
           }
          #endif
           }
           break;
           }
           break;
          
           }
           return ok;
          }
          
          
          //
          // MOVE A FLOOR TO IT'S DESTINATION (  UP OR DOWN )
          //
     209  void T_MoveFloor(  floormove_t* floor )
          {
           result_e res;
          
           res = T_MovePlane(  floor->sector,  
           floor->speed,  
           floor->floordestheight,  
           floor->crush,  0,  floor->direction );
          
           if (  !(  leveltime&7 ) )
           S_StartSound(  (  mobj_t * )&floor->sector->soundorg,  
           sfx_stnmov );
          
           if (  res == pastdest )
           {
           floor->sector->specialdata = NULL;
          
           if (  floor->direction == 1 )
           {
           switch(  floor->type )
           {
           case donutRaise:
           floor->sector->special = floor->newspecial;
           floor->sector->floorpic = floor->texture;
           default:
           break;
           }
           }
           else if (  floor->direction == -1 )
           {
           switch(  floor->type )
           {
           case lowerAndChange:
           floor->sector->special = floor->newspecial;
           floor->sector->floorpic = floor->texture;
           default:
           break;
           }
           }
           P_RemoveThinker(  &floor->thinker );
          
           S_StartSound(  (  mobj_t * )&floor->sector->soundorg,  
           sfx_pstop );
           }
          
          }
          
          //
          // HANDLE FLOOR TYPES
          //
          int
     260  EV_DoFloor
          (   line_t* line,  
           floor_e floortype  )
          {
           int secnum;
           int rtn;
           int i;
           sector_t* sec;
           floormove_t* floor;
          
           secnum = -1;
           rtn = 0;
           while (  (  secnum = P_FindSectorFromLineTag(  line,  secnum ) ) >= 0 )
           {
           sec = &sectors[secnum];
          
           // ALREADY MOVING? IF SO,   KEEP GOING...
           if (  sec->specialdata )
           continue;
          
           // new floor thinker
           rtn = 1;
           floor = Z_Malloc (  sizeof(  *floor ),   PU_LEVSPEC,   0 );
           P_AddThinker (  &floor->thinker );
           sec->specialdata = floor;
           floor->thinker.function.acp1 = (  actionf_p1 ) T_MoveFloor;
           floor->type = floortype;
           floor->crush = false;
          
           switch(  floortype )
           {
           case lowerFloor:
           floor->direction = -1;
           floor->sector = sec;
           floor->speed = FLOORSPEED;
           floor->floordestheight =
           P_FindHighestFloorSurrounding(  sec );
           break;
          
           case lowerFloorToLowest:
           floor->direction = -1;
           floor->sector = sec;
           floor->speed = FLOORSPEED;
           floor->floordestheight =
           P_FindLowestFloorSurrounding(  sec );
           break;
          
           case turboLower:
           floor->direction = -1;
           floor->sector = sec;
           floor->speed = FLOORSPEED * 4;
           floor->floordestheight =
           P_FindHighestFloorSurrounding(  sec );
           if (  floor->floordestheight != sec->floorheight )
           floor->floordestheight += 8*FRACUNIT;
           break;
          
           case raiseFloorCrush:
           floor->crush = true;
           case raiseFloor:
           floor->direction = 1;
           floor->sector = sec;
           floor->speed = FLOORSPEED;
           floor->floordestheight =
           P_FindLowestCeilingSurrounding(  sec );
           if (  floor->floordestheight > sec->ceilingheight )
           floor->floordestheight = sec->ceilingheight;
           floor->floordestheight -= (  8*FRACUNIT )*
           (  floortype == raiseFloorCrush );
           break;
          
           case raiseFloorTurbo:
           floor->direction = 1;
           floor->sector = sec;
           floor->speed = FLOORSPEED*4;
           floor->floordestheight =
           P_FindNextHighestFloor(  sec,  sec->floorheight );
           break;
          
           case raiseFloorToNearest:
           floor->direction = 1;
           floor->sector = sec;
           floor->speed = FLOORSPEED;
           floor->floordestheight =
           P_FindNextHighestFloor(  sec,  sec->floorheight );
           break;
          
           case raiseFloor24:
           floor->direction = 1;
           floor->sector = sec;
           floor->speed = FLOORSPEED;
           floor->floordestheight = floor->sector->floorheight +
           24 * FRACUNIT;
           break;
           case raiseFloor512:
           floor->direction = 1;
           floor->sector = sec;
           floor->speed = FLOORSPEED;
           floor->floordestheight = floor->sector->floorheight +
           512 * FRACUNIT;
           break;
          
           case raiseFloor24AndChange:
           floor->direction = 1;
           floor->sector = sec;
           floor->speed = FLOORSPEED;
           floor->floordestheight = floor->sector->floorheight +
           24 * FRACUNIT;
           sec->floorpic = line->frontsector->floorpic;
           sec->special = line->frontsector->special;
           break;
          
           case raiseToTexture:
           {
           int minsize = MAXINT;
           side_t* side;
          
           floor->direction = 1;
           floor->sector = sec;
           floor->speed = FLOORSPEED;
           for (  i = 0; i < sec->linecount; i++ )
           {
           if (  twoSided (  secnum,   i )  )
           {
           side = getSide(  secnum,  i,  0 );
           if (  side->bottomtexture >= 0 )
           if (  textureheight[side->bottomtexture] <
           minsize )
           minsize =
           textureheight[side->bottomtexture];
           side = getSide(  secnum,  i,  1 );
           if (  side->bottomtexture >= 0 )
           if (  textureheight[side->bottomtexture] <
           minsize )
           minsize =
           textureheight[side->bottomtexture];
           }
           }
           floor->floordestheight =
           floor->sector->floorheight + minsize;
           }
           break;
          
           case lowerAndChange:
           floor->direction = -1;
           floor->sector = sec;
           floor->speed = FLOORSPEED;
           floor->floordestheight =
           P_FindLowestFloorSurrounding(  sec );
           floor->texture = sec->floorpic;
          
           for (  i = 0; i < sec->linecount; i++ )
           {
           if (   twoSided(  secnum,   i )  )
           {
           if (  getSide(  secnum,  i,  0 )->sector-sectors == secnum )
           {
           sec = getSector(  secnum,  i,  1 );
          
           if (  sec->floorheight == floor->floordestheight )
           {
           floor->texture = sec->floorpic;
           floor->newspecial = sec->special;
           break;
           }
           }
           else
           {
           sec = getSector(  secnum,  i,  0 );
          
           if (  sec->floorheight == floor->floordestheight )
           {
           floor->texture = sec->floorpic;
           floor->newspecial = sec->special;
           break;
           }
           }
           }
           }
           default:
           break;
           }
           }
           return rtn;
          }
          
          
          
          
          //
          // BUILD A STAIRCASE!
          //
          int
     453  EV_BuildStairs
          (   line_t* line,  
           stair_e type  )
          {
           int secnum;
           int height;
           int i;
           int newsecnum;
           int texture;
           int ok;
           int rtn;
          
           sector_t* sec;
           sector_t* tsec;
          
           floormove_t* floor;
          
           fixed_t stairsize;
           fixed_t speed;
          
           secnum = -1;
           rtn = 0;
           while (  (  secnum = P_FindSectorFromLineTag(  line,  secnum ) ) >= 0 )
           {
           sec = &sectors[secnum];
          
           // ALREADY MOVING? IF SO,   KEEP GOING...
           if (  sec->specialdata )
           continue;
          
           // new floor thinker
           rtn = 1;
           floor = Z_Malloc (  sizeof(  *floor ),   PU_LEVSPEC,   0 );
           P_AddThinker (  &floor->thinker );
           sec->specialdata = floor;
           floor->thinker.function.acp1 = (  actionf_p1 ) T_MoveFloor;
           floor->direction = 1;
           floor->sector = sec;
           switch(  type )
           {
           case build8:
           speed = FLOORSPEED/4;
           stairsize = 8*FRACUNIT;
           break;
           case turbo16:
           speed = FLOORSPEED*4;
           stairsize = 16*FRACUNIT;
           break;
           }
           floor->speed = speed;
           height = sec->floorheight + stairsize;
           floor->floordestheight = height;
          
           texture = sec->floorpic;
          
           // Find next sector to raise
           // 1. Find 2-sided line with same sector side[0]
           // 2. Other side is the next sector to raise
           do
           {
           ok = 0;
           for (  i = 0;i < sec->linecount;i++ )
           {
           if (   !(  (  sec->lines[i] )->flags & ML_TWOSIDED )  )
           continue;
          
           tsec = (  sec->lines[i] )->frontsector;
           newsecnum = tsec-sectors;
          
           if (  secnum != newsecnum )
           continue;
          
           tsec = (  sec->lines[i] )->backsector;
           newsecnum = tsec - sectors;
          
           if (  tsec->floorpic != texture )
           continue;
          
           height += stairsize;
          
           if (  tsec->specialdata )
           continue;
          
           sec = tsec;
           secnum = newsecnum;
           floor = Z_Malloc (  sizeof(  *floor ),   PU_LEVSPEC,   0 );
          
           P_AddThinker (  &floor->thinker );
          
           sec->specialdata = floor;
           floor->thinker.function.acp1 = (  actionf_p1 ) T_MoveFloor;
           floor->direction = 1;
           floor->sector = sec;
           floor->speed = speed;
           floor->floordestheight = height;
           ok = 1;
           break;
           }
           } while(  ok );
           }
           return rtn;
          }
          

p_inter.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Handling interactions (  i.e.,   collisions ).
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: p_inter.c,  v 1.4 1997/02/03 22:45:11 b1 Exp $";
          
          
          // Data.
          #include "doomdef.h"
          #include "dstrings.h"
          #include "sounds.h"
          
          #include "doomstat.h"
          
          #include "m_random.h"
          #include "i_system.h"
          
          #include "am_map.h"
          
          #include "p_local.h"
          
          #include "s_sound.h"
          
          #ifdef __GNUG__
          #pragma implementation "p_inter.h"
          #endif
          #include "p_inter.h"
          
          
          #define BONUSADD 6
          
          
          
          
          // a weapon is found with two clip loads,  
          // a big item has five clip loads
          int maxammo[NUMAMMO] = {200,   50,   300,   50};
          int clipammo[NUMAMMO] = {10,   4,   20,   1};
          
          
          //
          // GET STUFF
          //
          
          //
          // P_GiveAmmo
          // Num is the number of clip loads,  
          // not the individual count (  0= 1/2 clip ).
          // Returns false if the ammo can't be picked up at all
          //
          
          boolean
      74  P_GiveAmmo
          (   player_t* player,  
           ammotype_t ammo,  
           int num  )
          {
           int oldammo;
          
           if (  ammo == am_noammo )
           return false;
          
           if (  ammo < 0 || ammo > NUMAMMO )
           I_Error (  "P_GiveAmmo: bad type %i",   ammo );
          
           if (   player->ammo[ammo] == player->maxammo[ammo]  )
           return false;
          
           if (  num )
           num *= clipammo[ammo];
           else
           num = clipammo[ammo]/2;
          
           if (  gameskill == sk_baby
           || gameskill == sk_nightmare )
           {
           // give double ammo in trainer mode,  
           // you'll need in nightmare
           num <<= 1;
           }
          
          
           oldammo = player->ammo[ammo];
           player->ammo[ammo] += num;
          
           if (  player->ammo[ammo] > player->maxammo[ammo] )
           player->ammo[ammo] = player->maxammo[ammo];
          
           // If non zero ammo,  
           // don't change up weapons,  
           // player was lower on purpose.
           if (  oldammo )
           return true;
          
           // We were down to zero,  
           // so select a new weapon.
           // Preferences are not user selectable.
           switch (  ammo )
           {
           case am_clip:
           if (  player->readyweapon == wp_fist )
           {
           if (  player->weaponowned[wp_chaingun] )
           player->pendingweapon = wp_chaingun;
           else
           player->pendingweapon = wp_pistol;
           }
           break;
          
           case am_shell:
           if (  player->readyweapon == wp_fist
           || player->readyweapon == wp_pistol )
           {
           if (  player->weaponowned[wp_shotgun] )
           player->pendingweapon = wp_shotgun;
           }
           break;
          
           case am_cell:
           if (  player->readyweapon == wp_fist
           || player->readyweapon == wp_pistol )
           {
           if (  player->weaponowned[wp_plasma] )
           player->pendingweapon = wp_plasma;
           }
           break;
          
           case am_misl:
           if (  player->readyweapon == wp_fist )
           {
           if (  player->weaponowned[wp_missile] )
           player->pendingweapon = wp_missile;
           }
           default:
           break;
           }
          
           return true;
          }
          
          
          //
          // P_GiveWeapon
          // The weapon name may have a MF_DROPPED flag ored in.
          //
          boolean
     168  P_GiveWeapon
          (   player_t* player,  
           weapontype_t weapon,  
           boolean dropped  )
          {
           boolean gaveammo;
           boolean gaveweapon;
          
           if (  netgame
           && (  deathmatch!=2 )
           && !dropped  )
           {
           // leave placed weapons forever on net games
           if (  player->weaponowned[weapon] )
           return false;
          
           player->bonuscount += BONUSADD;
           player->weaponowned[weapon] = true;
          
           if (  deathmatch )
           P_GiveAmmo (  player,   weaponinfo[weapon].ammo,   5 );
           else
           P_GiveAmmo (  player,   weaponinfo[weapon].ammo,   2 );
           player->pendingweapon = weapon;
          
           if (  player == &players[consoleplayer] )
           S_StartSound (  NULL,   sfx_wpnup );
           return false;
           }
          
           if (  weaponinfo[weapon].ammo != am_noammo )
           {
           // give one clip with a dropped weapon,  
           // two clips with a found weapon
           if (  dropped )
           gaveammo = P_GiveAmmo (  player,   weaponinfo[weapon].ammo,   1 );
           else
           gaveammo = P_GiveAmmo (  player,   weaponinfo[weapon].ammo,   2 );
           }
           else
           gaveammo = false;
          
           if (  player->weaponowned[weapon] )
           gaveweapon = false;
           else
           {
           gaveweapon = true;
           player->weaponowned[weapon] = true;
           player->pendingweapon = weapon;
           }
          
           return (  gaveweapon || gaveammo );
          }
          
          
          
          //
          // P_GiveBody
          // Returns false if the body isn't needed at all
          //
          boolean
     229  P_GiveBody
          (   player_t* player,  
           int num  )
          {
           if (  player->health >= MAXHEALTH )
           return false;
          
           player->health += num;
           if (  player->health > MAXHEALTH )
           player->health = MAXHEALTH;
           player->mo->health = player->health;
          
           return true;
          }
          
          
          
          //
          // P_GiveArmor
          // Returns false if the armor is worse
          // than the current armor.
          //
          boolean
     252  P_GiveArmor
          (   player_t* player,  
           int armortype  )
          {
           int hits;
          
           hits = armortype*100;
           if (  player->armorpoints >= hits )
           return false; // don't pick up
          
           player->armortype = armortype;
           player->armorpoints = hits;
          
           return true;
          }
          
          
          
          //
          // P_GiveCard
          //
          void
     274  P_GiveCard
          (   player_t* player,  
           card_t card  )
          {
           if (  player->cards[card] )
           return;
          
           player->bonuscount = BONUSADD;
           player->cards[card] = 1;
          }
          
          
          //
          // P_GivePower
          //
          boolean
     290  P_GivePower
          (   player_t* player,  
           int /*powertype_t*/ power  )
          {
           if (  power == pw_invulnerability )
           {
           player->powers[power] = INVULNTICS;
           return true;
           }
          
           if (  power == pw_invisibility )
           {
           player->powers[power] = INVISTICS;
           player->mo->flags |= MF_SHADOW;
           return true;
           }
          
           if (  power == pw_infrared )
           {
           player->powers[power] = INFRATICS;
           return true;
           }
          
           if (  power == pw_ironfeet )
           {
           player->powers[power] = IRONTICS;
           return true;
           }
          
           if (  power == pw_strength )
           {
           P_GiveBody (  player,   100 );
           player->powers[power] = 1;
           return true;
           }
          
           if (  player->powers[power] )
           return false; // already got it
          
           player->powers[power] = 1;
           return true;
          }
          
          
          
          //
          // P_TouchSpecialThing
          //
          void
     339  P_TouchSpecialThing
          (   mobj_t* special,  
           mobj_t* toucher  )
          {
           player_t* player;
           int i;
           fixed_t delta;
           int sound;
          
           delta = special->z - toucher->z;
          
           if (  delta > toucher->height
           || delta < -8*FRACUNIT )
           {
           // out of reach
           return;
           }
          
          
           sound = sfx_itemup;
           player = toucher->player;
          
           // Dead thing touching.
           // Can happen with a sliding player corpse.
           if (  toucher->health <= 0 )
           return;
          
           // Identify by sprite.
           switch (  special->sprite )
           {
           // armor
           case SPR_ARM1:
           if (  !P_GiveArmor (  player,   1 ) )
           return;
           player->message = GOTARMOR;
           break;
          
           case SPR_ARM2:
           if (  !P_GiveArmor (  player,   2 ) )
           return;
           player->message = GOTMEGA;
           break;
          
           // bonus items
           case SPR_BON1:
           player->health++; // can go over 100%
           if (  player->health > 200 )
           player->health = 200;
           player->mo->health = player->health;
           player->message = GOTHTHBONUS;
           break;
          
           case SPR_BON2:
           player->armorpoints++; // can go over 100%
           if (  player->armorpoints > 200 )
           player->armorpoints = 200;
           if (  !player->armortype )
           player->armortype = 1;
           player->message = GOTARMBONUS;
           break;
          
           case SPR_SOUL:
           player->health += 100;
           if (  player->health > 200 )
           player->health = 200;
           player->mo->health = player->health;
           player->message = GOTSUPER;
           sound = sfx_getpow;
           break;
          
           case SPR_MEGA:
           if (  gamemode != commercial )
           return;
           player->health = 200;
           player->mo->health = player->health;
           P_GiveArmor (  player,  2 );
           player->message = GOTMSPHERE;
           sound = sfx_getpow;
           break;
          
           // cards
           // leave cards for everyone
           case SPR_BKEY:
           if (  !player->cards[it_bluecard] )
           player->message = GOTBLUECARD;
           P_GiveCard (  player,   it_bluecard );
           if (  !netgame )
           break;
           return;
          
           case SPR_YKEY:
           if (  !player->cards[it_yellowcard] )
           player->message = GOTYELWCARD;
           P_GiveCard (  player,   it_yellowcard );
           if (  !netgame )
           break;
           return;
          
           case SPR_RKEY:
           if (  !player->cards[it_redcard] )
           player->message = GOTREDCARD;
           P_GiveCard (  player,   it_redcard );
           if (  !netgame )
           break;
           return;
          
           case SPR_BSKU:
           if (  !player->cards[it_blueskull] )
           player->message = GOTBLUESKUL;
           P_GiveCard (  player,   it_blueskull );
           if (  !netgame )
           break;
           return;
          
           case SPR_YSKU:
           if (  !player->cards[it_yellowskull] )
           player->message = GOTYELWSKUL;
           P_GiveCard (  player,   it_yellowskull );
           if (  !netgame )
           break;
           return;
          
           case SPR_RSKU:
           if (  !player->cards[it_redskull] )
           player->message = GOTREDSKULL;
           P_GiveCard (  player,   it_redskull );
           if (  !netgame )
           break;
           return;
          
           // medikits,   heals
           case SPR_STIM:
           if (  !P_GiveBody (  player,   10 ) )
           return;
           player->message = GOTSTIM;
           break;
          
           case SPR_MEDI:
           if (  !P_GiveBody (  player,   25 ) )
           return;
          
           if (  player->health < 25 )
           player->message = GOTMEDINEED;
           else
           player->message = GOTMEDIKIT;
           break;
          
          
           // power ups
           case SPR_PINV:
           if (  !P_GivePower (  player,   pw_invulnerability ) )
           return;
           player->message = GOTINVUL;
           sound = sfx_getpow;
           break;
          
           case SPR_PSTR:
           if (  !P_GivePower (  player,   pw_strength ) )
           return;
           player->message = GOTBERSERK;
           if (  player->readyweapon != wp_fist )
           player->pendingweapon = wp_fist;
           sound = sfx_getpow;
           break;
          
           case SPR_PINS:
           if (  !P_GivePower (  player,   pw_invisibility ) )
           return;
           player->message = GOTINVIS;
           sound = sfx_getpow;
           break;
          
           case SPR_SUIT:
           if (  !P_GivePower (  player,   pw_ironfeet ) )
           return;
           player->message = GOTSUIT;
           sound = sfx_getpow;
           break;
          
           case SPR_PMAP:
           if (  !P_GivePower (  player,   pw_allmap ) )
           return;
           player->message = GOTMAP;
           sound = sfx_getpow;
           break;
          
           case SPR_PVIS:
           if (  !P_GivePower (  player,   pw_infrared ) )
           return;
           player->message = GOTVISOR;
           sound = sfx_getpow;
           break;
          
           // ammo
           case SPR_CLIP:
           if (  special->flags & MF_DROPPED )
           {
           if (  !P_GiveAmmo (  player,  am_clip,  0 ) )
           return;
           }
           else
           {
           if (  !P_GiveAmmo (  player,  am_clip,  1 ) )
           return;
           }
           player->message = GOTCLIP;
           break;
          
           case SPR_AMMO:
           if (  !P_GiveAmmo (  player,   am_clip,  5 ) )
           return;
           player->message = GOTCLIPBOX;
           break;
          
           case SPR_ROCK:
           if (  !P_GiveAmmo (  player,   am_misl,  1 ) )
           return;
           player->message = GOTROCKET;
           break;
          
           case SPR_BROK:
           if (  !P_GiveAmmo (  player,   am_misl,  5 ) )
           return;
           player->message = GOTROCKBOX;
           break;
          
           case SPR_CELL:
           if (  !P_GiveAmmo (  player,   am_cell,  1 ) )
           return;
           player->message = GOTCELL;
           break;
          
           case SPR_CELP:
           if (  !P_GiveAmmo (  player,   am_cell,  5 ) )
           return;
           player->message = GOTCELLBOX;
           break;
          
           case SPR_SHEL:
           if (  !P_GiveAmmo (  player,   am_shell,  1 ) )
           return;
           player->message = GOTSHELLS;
           break;
          
           case SPR_SBOX:
           if (  !P_GiveAmmo (  player,   am_shell,  5 ) )
           return;
           player->message = GOTSHELLBOX;
           break;
          
           case SPR_BPAK:
           if (  !player->backpack )
           {
           for (  i=0 ; i<NUMAMMO ; i++ )
           player->maxammo[i] *= 2;
           player->backpack = true;
           }
           for (  i=0 ; i<NUMAMMO ; i++ )
           P_GiveAmmo (  player,   i,   1 );
           player->message = GOTBACKPACK;
           break;
          
           // weapons
           case SPR_BFUG:
           if (  !P_GiveWeapon (  player,   wp_bfg,   false )  )
           return;
           player->message = GOTBFG9000;
           sound = sfx_wpnup;
           break;
          
           case SPR_MGUN:
           if (  !P_GiveWeapon (  player,   wp_chaingun,   special->flags&MF_DROPPED )  )
           return;
           player->message = GOTCHAINGUN;
           sound = sfx_wpnup;
           break;
          
           case SPR_CSAW:
           if (  !P_GiveWeapon (  player,   wp_chainsaw,   false )  )
           return;
           player->message = GOTCHAINSAW;
           sound = sfx_wpnup;
           break;
          
           case SPR_LAUN:
           if (  !P_GiveWeapon (  player,   wp_missile,   false )  )
           return;
           player->message = GOTLAUNCHER;
           sound = sfx_wpnup;
           break;
          
           case SPR_PLAS:
           if (  !P_GiveWeapon (  player,   wp_plasma,   false )  )
           return;
           player->message = GOTPLASMA;
           sound = sfx_wpnup;
           break;
          
           case SPR_SHOT:
           if (  !P_GiveWeapon (  player,   wp_shotgun,   special->flags&MF_DROPPED  )  )
           return;
           player->message = GOTSHOTGUN;
           sound = sfx_wpnup;
           break;
          
           case SPR_SGN2:
           if (  !P_GiveWeapon (  player,   wp_supershotgun,   special->flags&MF_DROPPED  )  )
           return;
           player->message = GOTSHOTGUN2;
           sound = sfx_wpnup;
           break;
          
           default:
           I_Error (  "P_SpecialThing: Unknown gettable thing" );
           }
          
           if (  special->flags & MF_COUNTITEM )
           player->itemcount++;
           P_RemoveMobj (  special );
           player->bonuscount += BONUSADD;
           if (  player == &players[consoleplayer] )
           S_StartSound (  NULL,   sound );
          }
          
          
          //
          // KillMobj
          //
          void
     668  P_KillMobj
          (   mobj_t* source,  
           mobj_t* target  )
          {
           mobjtype_t item;
           mobj_t* mo;
          
           target->flags &= ~(  MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY );
          
           if (  target->type != MT_SKULL )
           target->flags &= ~MF_NOGRAVITY;
          
           target->flags |= MF_CORPSE|MF_DROPOFF;
           target->height >>= 2;
          
           if (  source && source->player )
           {
           // count for intermission
           if (  target->flags & MF_COUNTKILL )
           source->player->killcount++;
          
           if (  target->player )
           source->player->frags[target->player-players]++;
           }
           else if (  !netgame && (  target->flags & MF_COUNTKILL )  )
           {
           // count all monster deaths,  
           // even those caused by other monsters
           players[0].killcount++;
           }
          
           if (  target->player )
           {
           // count environment kills against you
           if (  !source )
           target->player->frags[target->player-players]++;
          
           target->flags &= ~MF_SOLID;
           target->player->playerstate = PST_DEAD;
           P_DropWeapon (  target->player );
          
           if (  target->player == &players[consoleplayer]
           && automapactive )
           {
           // don't die in auto map,  
           // switch view prior to dying
           AM_Stop (   );
           }
          
           }
          
           if (  target->health < -target->info->spawnhealth
           && target->info->xdeathstate )
           {
           P_SetMobjState (  target,   target->info->xdeathstate );
           }
           else
           P_SetMobjState (  target,   target->info->deathstate );
           target->tics -= P_Random(   )&3;
          
           if (  target->tics < 1 )
           target->tics = 1;
          
           // I_StartSound (  &actor->r,   actor->info->deathsound );
          
          
           // Drop stuff.
           // This determines the kind of object spawned
           // during the death frame of a thing.
           switch (  target->type )
           {
           case MT_WOLFSS:
           case MT_POSSESSED:
           item = MT_CLIP;
           break;
          
           case MT_SHOTGUY:
           item = MT_SHOTGUN;
           break;
          
           case MT_CHAINGUY:
           item = MT_CHAINGUN;
           break;
          
           default:
           return;
           }
          
           mo = P_SpawnMobj (  target->x,  target->y,  ONFLOORZ,   item );
           mo->flags |= MF_DROPPED; // special versions of items
          }
          
          
          
          
          //
          // P_DamageMobj
          // Damages both enemies and players
          // "inflictor" is the thing that caused the damage
          // creature or missile,   can be NULL (  slime,   etc )
          // "source" is the thing to target after taking damage
          // creature or NULL
          // Source and inflictor are the same for melee attacks.
          // Source can be NULL for slime,   barrel explosions
          // and other environmental stuff.
          //
          void
     775  P_DamageMobj
          (   mobj_t* target,  
           mobj_t* inflictor,  
           mobj_t* source,  
           int damage  )
          {
           unsigned ang;
           int saved;
           player_t* player;
           fixed_t thrust;
           int temp;
          
           if (   !(  target->flags & MF_SHOOTABLE )  )
           return; // shouldn't happen...
          
           if (  target->health <= 0 )
           return;
          
           if (   target->flags & MF_SKULLFLY  )
           {
           target->momx = target->momy = target->momz = 0;
           }
          
           player = target->player;
           if (  player && gameskill == sk_baby )
           damage >>= 1; // take half damage in trainer mode
          
          
           // Some close combat weapons should not
           // inflict thrust and push the victim out of reach,  
           // thus kick away unless using the chainsaw.
           if (  inflictor
           && !(  target->flags & MF_NOCLIP )
           && (  !source
           || !source->player
           || source->player->readyweapon != wp_chainsaw ) )
           {
           ang = R_PointToAngle2 (   inflictor->x,  
           inflictor->y,  
           target->x,  
           target->y );
          
           thrust = damage*(  FRACUNIT>>3 )*100/target->info->mass;
          
           // make fall forwards sometimes
           if (   damage < 40
           && damage > target->health
           && target->z - inflictor->z > 64*FRACUNIT
           && (  P_Random (   )&1 )  )
           {
           ang += ANG180;
           thrust *= 4;
           }
          
           ang >>= ANGLETOFINESHIFT;
           target->momx += FixedMul (  thrust,   finecosine[ang] );
           target->momy += FixedMul (  thrust,   finesine[ang] );
           }
          
           // player specific
           if (  player )
           {
           // end of game hell hack
           if (  target->subsector->sector->special == 11
           && damage >= target->health )
           {
           damage = target->health - 1;
           }
          
          
           // Below certain threshold,  
           // ignore damage in GOD mode,   or with INVUL power.
           if (   damage < 1000
           && (   (  player->cheats&CF_GODMODE )
           || player->powers[pw_invulnerability]  )  )
           {
           return;
           }
          
           if (  player->armortype )
           {
           if (  player->armortype == 1 )
           saved = damage/3;
           else
           saved = damage/2;
          
           if (  player->armorpoints <= saved )
           {
           // armor is used up
           saved = player->armorpoints;
           player->armortype = 0;
           }
           player->armorpoints -= saved;
           damage -= saved;
           }
           player->health -= damage; // mirror mobj health here for Dave
           if (  player->health < 0 )
           player->health = 0;
          
           player->attacker = source;
           player->damagecount += damage; // add damage after armor / invuln
          
           if (  player->damagecount > 100 )
           player->damagecount = 100; // teleport stomp does 10k points...
          
           temp = damage < 100 ? damage : 100;
          
           if (  player == &players[consoleplayer] )
           I_Tactile (  40,  10,  40+temp*2 );
           }
          
           // do the damage
           target->health -= damage;
           if (  target->health <= 0 )
           {
           P_KillMobj (  source,   target );
           return;
           }
          
           if (   (  P_Random (   ) < target->info->painchance )
           && !(  target->flags&MF_SKULLFLY )  )
           {
           target->flags |= MF_JUSTHIT; // fight back!
          
           P_SetMobjState (  target,   target->info->painstate );
           }
          
           target->reactiontime = 0; // we're awake now...
          
           if (   (  !target->threshold || target->type == MT_VILE )
           && source && source != target
           && source->type != MT_VILE )
           {
           // if not intent on another player,  
           // chase after this one
           target->target = source;
           target->threshold = BASETHRESHOLD;
           if (  target->state == &states[target->info->spawnstate]
           && target->info->seestate != S_NULL )
           P_SetMobjState (  target,   target->info->seestate );
           }
          
          }
          

p_inter.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          //
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __P_INTER__
          #define __P_INTER__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
      32  boolean P_GivePower(  player_t*,   int );
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

p_lights.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Handle Sector base lighting effects.
          // Muzzle flash?
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_lights.c,  v 1.5 1997/02/03 22:45:11 b1 Exp $";
          
          
          #include "z_zone.h"
          #include "m_random.h"
          
          #include "doomdef.h"
          #include "p_local.h"
          
          
          // State.
          #include "r_state.h"
          
          //
          // FIRELIGHT FLICKER
          //
          
          //
          // T_FireFlicker
          //
      46  void T_FireFlicker (  fireflicker_t* flick )
          {
           int amount;
          
           if (  --flick->count )
           return;
          
           amount = (  P_Random(   )&3 )*16;
          
           if (  flick->sector->lightlevel - amount < flick->minlight )
           flick->sector->lightlevel = flick->minlight;
           else
           flick->sector->lightlevel = flick->maxlight - amount;
          
           flick->count = 4;
          }
          
          
          
          //
          // P_SpawnFireFlicker
          //
      68  void P_SpawnFireFlicker (  sector_t* sector )
          {
           fireflicker_t* flick;
          
           // Note that we are resetting sector attributes.
           // Nothing special about it during gameplay.
           sector->special = 0;
          
           flick = Z_Malloc (   sizeof(  *flick ),   PU_LEVSPEC,   0 );
          
           P_AddThinker (  &flick->thinker );
          
           flick->thinker.function.acp1 = (  actionf_p1 ) T_FireFlicker;
           flick->sector = sector;
           flick->maxlight = sector->lightlevel;
           flick->minlight = P_FindMinSurroundingLight(  sector,  sector->lightlevel )+16;
           flick->count = 4;
          }
          
          
          
          //
          // BROKEN LIGHT FLASHING
          //
          
          
          //
          // T_LightFlash
          // Do flashing lights.
          //
      98  void T_LightFlash (  lightflash_t* flash )
          {
           if (  --flash->count )
           return;
          
           if (  flash->sector->lightlevel == flash->maxlight )
           {
           flash-> sector->lightlevel = flash->minlight;
           flash->count = (  P_Random(   )&flash->mintime )+1;
           }
           else
           {
           flash-> sector->lightlevel = flash->maxlight;
           flash->count = (  P_Random(   )&flash->maxtime )+1;
           }
          
          }
          
          
          
          
          //
          // P_SpawnLightFlash
          // After the map has been loaded,   scan each sector
          // for specials that spawn thinkers
          //
     124  void P_SpawnLightFlash (  sector_t* sector )
          {
           lightflash_t* flash;
          
           // nothing special about it during gameplay
           sector->special = 0;
          
           flash = Z_Malloc (   sizeof(  *flash ),   PU_LEVSPEC,   0 );
          
           P_AddThinker (  &flash->thinker );
          
           flash->thinker.function.acp1 = (  actionf_p1 ) T_LightFlash;
           flash->sector = sector;
           flash->maxlight = sector->lightlevel;
          
           flash->minlight = P_FindMinSurroundingLight(  sector,  sector->lightlevel );
           flash->maxtime = 64;
           flash->mintime = 7;
           flash->count = (  P_Random(   )&flash->maxtime )+1;
          }
          
          
          
          //
          // STROBE LIGHT FLASHING
          //
          
          
          //
          // T_StrobeFlash
          //
     155  void T_StrobeFlash (  strobe_t* flash )
          {
           if (  --flash->count )
           return;
          
           if (  flash->sector->lightlevel == flash->minlight )
           {
           flash-> sector->lightlevel = flash->maxlight;
           flash->count = flash->brighttime;
           }
           else
           {
           flash-> sector->lightlevel = flash->minlight;
           flash->count =flash->darktime;
           }
          
          }
          
          
          
          //
          // P_SpawnStrobeFlash
          // After the map has been loaded,   scan each sector
          // for specials that spawn thinkers
          //
          void
     181  P_SpawnStrobeFlash
          (   sector_t* sector,  
           int fastOrSlow,  
           int inSync  )
          {
           strobe_t* flash;
          
           flash = Z_Malloc (   sizeof(  *flash ),   PU_LEVSPEC,   0 );
          
           P_AddThinker (  &flash->thinker );
          
           flash->sector = sector;
           flash->darktime = fastOrSlow;
           flash->brighttime = STROBEBRIGHT;
           flash->thinker.function.acp1 = (  actionf_p1 ) T_StrobeFlash;
           flash->maxlight = sector->lightlevel;
           flash->minlight = P_FindMinSurroundingLight(  sector,   sector->lightlevel );
          
           if (  flash->minlight == flash->maxlight )
           flash->minlight = 0;
          
           // nothing special about it during gameplay
           sector->special = 0;
          
           if (  !inSync )
           flash->count = (  P_Random(   )&7 )+1;
           else
           flash->count = 1;
          }
          
          
          //
          // Start strobing lights (  usually from a trigger )
          //
     215  void EV_StartLightStrobing(  line_t* line )
          {
           int secnum;
           sector_t* sec;
          
           secnum = -1;
           while (  (  secnum = P_FindSectorFromLineTag(  line,  secnum ) ) >= 0 )
           {
           sec = &sectors[secnum];
           if (  sec->specialdata )
           continue;
          
           P_SpawnStrobeFlash (  sec,  SLOWDARK,   0 );
           }
          }
          
          
          
          //
          // TURN LINE'S TAG LIGHTS OFF
          //
     236  void EV_TurnTagLightsOff(  line_t* line )
          {
           int i;
           int j;
           int min;
           sector_t* sector;
           sector_t* tsec;
           line_t* templine;
          
           sector = sectors;
          
           for (  j = 0;j < numsectors; j++,   sector++ )
           {
           if (  sector->tag == line->tag )
           {
           min = sector->lightlevel;
           for (  i = 0;i < sector->linecount; i++ )
           {
           templine = sector->lines[i];
           tsec = getNextSector(  templine,  sector );
           if (  !tsec )
           continue;
           if (  tsec->lightlevel < min )
           min = tsec->lightlevel;
           }
           sector->lightlevel = min;
           }
           }
          }
          
          
          //
          // TURN LINE'S TAG LIGHTS ON
          //
          void
     271  EV_LightTurnOn
          (   line_t* line,  
           int bright  )
          {
           int i;
           int j;
           sector_t* sector;
           sector_t* temp;
           line_t* templine;
          
           sector = sectors;
          
           for (  i=0;i<numsectors;i++,   sector++ )
           {
           if (  sector->tag == line->tag )
           {
           // bright = 0 means to search
           // for highest light level
           // surrounding sector
           if (  !bright )
           {
           for (  j = 0;j < sector->linecount; j++ )
           {
           templine = sector->lines[j];
           temp = getNextSector(  templine,  sector );
          
           if (  !temp )
           continue;
          
           if (  temp->lightlevel > bright )
           bright = temp->lightlevel;
           }
           }
           sector-> lightlevel = bright;
           }
           }
          }
          
          
          //
          // Spawn glowing light
          //
          
     314  void T_Glow(  glow_t* g )
          {
           switch(  g->direction )
           {
           case -1:
           // DOWN
           g->sector->lightlevel -= GLOWSPEED;
           if (  g->sector->lightlevel <= g->minlight )
           {
           g->sector->lightlevel += GLOWSPEED;
           g->direction = 1;
           }
           break;
          
           case 1:
           // UP
           g->sector->lightlevel += GLOWSPEED;
           if (  g->sector->lightlevel >= g->maxlight )
           {
           g->sector->lightlevel -= GLOWSPEED;
           g->direction = -1;
           }
           break;
           }
          }
          
          
     341  void P_SpawnGlowingLight(  sector_t* sector )
          {
           glow_t* g;
          
           g = Z_Malloc(   sizeof(  *g ),   PU_LEVSPEC,   0 );
          
           P_AddThinker(  &g->thinker );
          
           g->sector = sector;
           g->minlight = P_FindMinSurroundingLight(  sector,  sector->lightlevel );
           g->maxlight = sector->lightlevel;
           g->thinker.function.acp1 = (  actionf_p1 ) T_Glow;
           g->direction = -1;
          
           sector->special = 0;
          }
          

p_local.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Play functions,   animation,   global header.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __P_LOCAL__
          #define __P_LOCAL__
          
          #ifndef __R_LOCAL__
          #include "r_local.h"
          #endif
          
          #define FLOATSPEED (  FRACUNIT*4 )
          
          
          #define MAXHEALTH 100
          #define VIEWHEIGHT (  41*FRACUNIT )
          
          // mapblocks are used to check movement
          // against lines and things
          #define MAPBLOCKUNITS 128
          #define MAPBLOCKSIZE (  MAPBLOCKUNITS*FRACUNIT )
          #define MAPBLOCKSHIFT (  FRACBITS+7 )
          #define MAPBMASK (  MAPBLOCKSIZE-1 )
          #define MAPBTOFRAC (  MAPBLOCKSHIFT-FRACBITS )
          
          
          // player radius for movement checking
          #define PLAYERRADIUS 16*FRACUNIT
          
          // MAXRADIUS is for precalculated sector block boxes
          // the spider demon is larger,  
          // but we do not have any moving sectors nearby
          #define MAXRADIUS 32*FRACUNIT
          
          #define GRAVITY FRACUNIT
          #define MAXMOVE (  30*FRACUNIT )
          
          #define USERANGE (  64*FRACUNIT )
          #define MELEERANGE (  64*FRACUNIT )
          #define MISSILERANGE (  32*64*FRACUNIT )
          
          // follow a player exlusively for 3 seconds
          #define BASETHRESHOLD 100
          
          
          
          //
          // P_TICK
          //
          
          // both the head and tail of the thinker list
          extern thinker_t thinkercap;
          
          
      73  void P_InitThinkers (  void );
      74  void P_AddThinker (  thinker_t* thinker );
      75  void P_RemoveThinker (  thinker_t* thinker );
          
          
          //
          // P_PSPR
          //
      81  void P_SetupPsprites (  player_t* curplayer );
      82  void P_MovePsprites (  player_t* curplayer );
      83  void P_DropWeapon (  player_t* player );
          
          
          //
          // P_USER
          //
      89  void P_PlayerThink (  player_t* player );
          
          
          //
          // P_MOBJ
          //
          #define ONFLOORZ MININT
          #define ONCEILINGZ MAXINT
          
          // Time interval for item respawning.
          #define ITEMQUESIZE 128
          
          extern mapthing_t itemrespawnque[ITEMQUESIZE];
          extern int itemrespawntime[ITEMQUESIZE];
          extern int iquehead;
          extern int iquetail;
          
          
     107  void P_RespawnSpecials (  void );
          
          mobj_t*
     110  P_SpawnMobj
          (   fixed_t x,  
           fixed_t y,  
           fixed_t z,  
           mobjtype_t type  );
          
     116  void P_RemoveMobj (  mobj_t* th );
     117  boolean P_SetMobjState (  mobj_t* mobj,   statenum_t state );
     118  void P_MobjThinker (  mobj_t* mobj );
          
     120  void P_SpawnPuff (  fixed_t x,   fixed_t y,   fixed_t z );
     121  void P_SpawnBlood (  fixed_t x,   fixed_t y,   fixed_t z,   int damage );
     122  mobj_t* P_SpawnMissile (  mobj_t* source,   mobj_t* dest,   mobjtype_t type );
     123  void P_SpawnPlayerMissile (  mobj_t* source,   mobjtype_t type );
          
          
          //
          // P_ENEMY
          //
     129  void P_NoiseAlert (  mobj_t* target,   mobj_t* emmiter );
          
          
          //
          // P_MAPUTL
          //
          typedef struct
          {
           fixed_t x;
           fixed_t y;
           fixed_t dx;
           fixed_t dy;
          
          } divline_t;
          
          typedef struct
          {
           fixed_t frac; // along trace line
           boolean isaline;
           union {
           mobj_t* thing;
           line_t* line;
           } d;
          } intercept_t;
          
          #define MAXINTERCEPTS 128
          
          extern intercept_t intercepts[MAXINTERCEPTS];
          extern intercept_t* intercept_p;
          
          typedef boolean (  *traverser_t ) (  intercept_t *in );
          
     161  fixed_t P_AproxDistance (  fixed_t dx,   fixed_t dy );
     162  int P_PointOnLineSide (  fixed_t x,   fixed_t y,   line_t* line );
     163  int P_PointOnDivlineSide (  fixed_t x,   fixed_t y,   divline_t* line );
     164  void P_MakeDivline (  line_t* li,   divline_t* dl );
     165  fixed_t P_InterceptVector (  divline_t* v2,   divline_t* v1 );
     166  int P_BoxOnLineSide (  fixed_t* tmbox,   line_t* ld );
          
          extern fixed_t opentop;
          extern fixed_t openbottom;
          extern fixed_t openrange;
          extern fixed_t lowfloor;
          
     173  void P_LineOpening (  line_t* linedef );
          
     175  boolean P_BlockLinesIterator (  int x,   int y,   boolean(  *func )(  line_t* )  );
     176  boolean P_BlockThingsIterator (  int x,   int y,   boolean(  *func )(  mobj_t* )  );
          
          #define PT_ADDLINES 1
          #define PT_ADDTHINGS 2
          #define PT_EARLYOUT 4
          
          extern divline_t trace;
          
          boolean
     185  P_PathTraverse
          (   fixed_t x1,  
           fixed_t y1,  
           fixed_t x2,  
           fixed_t y2,  
           int flags,  
           boolean (  *trav ) (  intercept_t * ) );
          
     193  void P_UnsetThingPosition (  mobj_t* thing );
     194  void P_SetThingPosition (  mobj_t* thing );
          
          
          //
          // P_MAP
          //
          
          // If "floatok" true,   move would be ok
          // if within "tmfloorz - tmceilingz".
          extern boolean floatok;
          extern fixed_t tmfloorz;
          extern fixed_t tmceilingz;
          
          
          extern line_t* ceilingline;
          
     210  boolean P_CheckPosition (  mobj_t *thing,   fixed_t x,   fixed_t y );
     211  boolean P_TryMove (  mobj_t* thing,   fixed_t x,   fixed_t y );
     212  boolean P_TeleportMove (  mobj_t* thing,   fixed_t x,   fixed_t y );
     213  void P_SlideMove (  mobj_t* mo );
     214  boolean P_CheckSight (  mobj_t* t1,   mobj_t* t2 );
     215  void P_UseLines (  player_t* player );
          
     217  boolean P_ChangeSector (  sector_t* sector,   boolean crunch );
          
          extern mobj_t* linetarget; // who got hit (  or NULL )
          
          fixed_t
     222  P_AimLineAttack
          (   mobj_t* t1,  
           angle_t angle,  
           fixed_t distance  );
          
          void
     228  P_LineAttack
          (   mobj_t* t1,  
           angle_t angle,  
           fixed_t distance,  
           fixed_t slope,  
           int damage  );
          
          void
     236  P_RadiusAttack
          (   mobj_t* spot,  
           mobj_t* source,  
           int damage  );
          
          
          
          //
          // P_SETUP
          //
          extern byte* rejectmatrix; // for fast sight rejection
          extern short* blockmaplump; // offsets in blockmap are from here
          extern short* blockmap;
          extern int bmapwidth;
          extern int bmapheight; // in mapblocks
          extern fixed_t bmaporgx;
          extern fixed_t bmaporgy; // origin of block map
          extern mobj_t** blocklinks; // for thing chains
          
          
          
          //
          // P_INTER
          //
          extern int maxammo[NUMAMMO];
          extern int clipammo[NUMAMMO];
          
          void
     264  P_TouchSpecialThing
          (   mobj_t* special,  
           mobj_t* toucher  );
          
          void
     269  P_DamageMobj
          (   mobj_t* target,  
           mobj_t* inflictor,  
           mobj_t* source,  
           int damage  );
          
          
          //
          // P_SPEC
          //
          #include "p_spec.h"
          
          
          #endif // __P_LOCAL__
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------
          
          

p_map.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Movement,   collision handling.
          // Shooting and aiming.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_map.c,  v 1.5 1997/02/03 22:45:11 b1 Exp $";
          
          #include <stdlib.h>
          
          #include "m_bbox.h"
          #include "m_random.h"
          #include "i_system.h"
          
          #include "doomdef.h"
          #include "p_local.h"
          
          #include "s_sound.h"
          
          // State.
          #include "doomstat.h"
          #include "r_state.h"
          // Data.
          #include "sounds.h"
          
          
          fixed_t tmbbox[4];
          mobj_t* tmthing;
          int tmflags;
          fixed_t tmx;
          fixed_t tmy;
          
          
          // If "floatok" true,   move would be ok
          // if within "tmfloorz - tmceilingz".
          boolean floatok;
          
          fixed_t tmfloorz;
          fixed_t tmceilingz;
          fixed_t tmdropoffz;
          
          // keep track of the line that lowers the ceiling,  
          // so missiles don't explode against sky hack walls
          line_t* ceilingline;
          
          // keep track of special lines as they are hit,  
          // but don't process them until the move is proven valid
          #define MAXSPECIALCROSS 8
          
          line_t* spechit[MAXSPECIALCROSS];
          int numspechit;
          
          
          
          //
          // TELEPORT MOVE
          //
          
          //
          // PIT_StompThing
          //
      81  boolean PIT_StompThing (  mobj_t* thing )
          {
           fixed_t blockdist;
          
           if (  !(  thing->flags & MF_SHOOTABLE )  )
           return true;
          
           blockdist = thing->radius + tmthing->radius;
          
           if (   abs(  thing->x - tmx ) >= blockdist
           || abs(  thing->y - tmy ) >= blockdist  )
           {
           // didn't hit it
           return true;
           }
          
           // don't clip against self
           if (  thing == tmthing )
           return true;
          
           // monsters don't stomp things except on boss level
           if (   !tmthing->player && gamemap != 30 )
           return false;
          
           P_DamageMobj (  thing,   tmthing,   tmthing,   10000 );
          
           return true;
          }
          
          
          //
          // P_TeleportMove
          //
          boolean
     115  P_TeleportMove
          (   mobj_t* thing,  
           fixed_t x,  
           fixed_t y  )
          {
           int xl;
           int xh;
           int yl;
           int yh;
           int bx;
           int by;
          
           subsector_t* newsubsec;
          
           // kill anything occupying the position
           tmthing = thing;
           tmflags = thing->flags;
          
           tmx = x;
           tmy = y;
          
           tmbbox[BOXTOP] = y + tmthing->radius;
           tmbbox[BOXBOTTOM] = y - tmthing->radius;
           tmbbox[BOXRIGHT] = x + tmthing->radius;
           tmbbox[BOXLEFT] = x - tmthing->radius;
          
           newsubsec = R_PointInSubsector (  x,  y );
           ceilingline = NULL;
          
           // The base floor/ceiling is from the subsector
           // that contains the point.
           // Any contacted lines the step closer together
           // will adjust them.
           tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
           tmceilingz = newsubsec->sector->ceilingheight;
          
           validcount++;
           numspechit = 0;
          
           // stomp on any things contacted
           xl = (  tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS )>>MAPBLOCKSHIFT;
           xh = (  tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS )>>MAPBLOCKSHIFT;
           yl = (  tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS )>>MAPBLOCKSHIFT;
           yh = (  tmbbox[BOXTOP] - bmaporgy + MAXRADIUS )>>MAPBLOCKSHIFT;
          
           for (  bx=xl ; bx<=xh ; bx++ )
           for (  by=yl ; by<=yh ; by++ )
           if (  !P_BlockThingsIterator(  bx,  by,  PIT_StompThing ) )
           return false;
          
           // the move is ok,  
           // so link the thing into its new position
           P_UnsetThingPosition (  thing );
          
           thing->floorz = tmfloorz;
           thing->ceilingz = tmceilingz;
           thing->x = x;
           thing->y = y;
          
           P_SetThingPosition (  thing );
          
           return true;
          }
          
          
          //
          // MOVEMENT ITERATOR FUNCTIONS
          //
          
          
          //
          // PIT_CheckLine
          // Adjusts tmfloorz and tmceilingz as lines are contacted
          //
     189  boolean PIT_CheckLine (  line_t* ld )
          {
           if (  tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
           || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
           || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
           || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP]  )
           return true;
          
           if (  P_BoxOnLineSide (  tmbbox,   ld ) != -1 )
           return true;
          
           // A line has been hit
          
           // The moving thing's destination position will cross
           // the given line.
           // If this should not be allowed,   return false.
           // If the line is special,   keep track of it
           // to process later if the move is proven ok.
           // NOTE: specials are NOT sorted by order,  
           // so two special lines that are only 8 pixels apart
           // could be crossed in either order.
          
           if (  !ld->backsector )
           return false; // one sided line
          
           if (  !(  tmthing->flags & MF_MISSILE )  )
           {
           if (   ld->flags & ML_BLOCKING  )
           return false; // explicitly blocking everything
          
           if (   !tmthing->player && ld->flags & ML_BLOCKMONSTERS  )
           return false; // block monsters only
           }
          
           // set openrange,   opentop,   openbottom
           P_LineOpening (  ld );
          
           // adjust floor / ceiling heights
           if (  opentop < tmceilingz )
           {
           tmceilingz = opentop;
           ceilingline = ld;
           }
          
           if (  openbottom > tmfloorz )
           tmfloorz = openbottom;
          
           if (  lowfloor < tmdropoffz )
           tmdropoffz = lowfloor;
          
           // if contacted a special line,   add it to the list
           if (  ld->special )
           {
           spechit[numspechit] = ld;
           numspechit++;
           }
          
           return true;
          }
          
          //
          // PIT_CheckThing
          //
     252  boolean PIT_CheckThing (  mobj_t* thing )
          {
           fixed_t blockdist;
           boolean solid;
           int damage;
          
           if (  !(  thing->flags & (  MF_SOLID|MF_SPECIAL|MF_SHOOTABLE )  ) )
           return true;
          
           blockdist = thing->radius + tmthing->radius;
          
           if (   abs(  thing->x - tmx ) >= blockdist
           || abs(  thing->y - tmy ) >= blockdist  )
           {
           // didn't hit it
           return true;
           }
          
           // don't clip against self
           if (  thing == tmthing )
           return true;
          
           // check for skulls slamming into things
           if (  tmthing->flags & MF_SKULLFLY )
           {
           damage = (  (  P_Random(   )%8 )+1 )*tmthing->info->damage;
          
           P_DamageMobj (  thing,   tmthing,   tmthing,   damage );
          
           tmthing->flags &= ~MF_SKULLFLY;
           tmthing->momx = tmthing->momy = tmthing->momz = 0;
          
           P_SetMobjState (  tmthing,   tmthing->info->spawnstate );
          
           return false; // stop moving
           }
          
          
           // missiles can hit other things
           if (  tmthing->flags & MF_MISSILE )
           {
           // see if it went over / under
           if (  tmthing->z > thing->z + thing->height )
           return true; // overhead
           if (  tmthing->z+tmthing->height < thing->z )
           return true; // underneath
          
           if (  tmthing->target && (  
           tmthing->target->type == thing->type ||
           (  tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER )||
           (  tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT )  )  )
           {
           // Don't hit same species as originator.
           if (  thing == tmthing->target )
           return true;
          
           if (  thing->type != MT_PLAYER )
           {
           // Explode,   but do no damage.
           // Let players missile other players.
           return false;
           }
           }
          
           if (  ! (  thing->flags & MF_SHOOTABLE )  )
           {
           // didn't do any damage
           return !(  thing->flags & MF_SOLID );
           }
          
           // damage / explode
           damage = (  (  P_Random(   )%8 )+1 )*tmthing->info->damage;
           P_DamageMobj (  thing,   tmthing,   tmthing->target,   damage );
          
           // don't traverse any more
           return false;
           }
          
           // check for special pickup
           if (  thing->flags & MF_SPECIAL )
           {
           solid = thing->flags&MF_SOLID;
           if (  tmflags&MF_PICKUP )
           {
           // can remove thing
           P_TouchSpecialThing (  thing,   tmthing );
           }
           return !solid;
           }
          
           return !(  thing->flags & MF_SOLID );
          }
          
          
          //
          // MOVEMENT CLIPPING
          //
          
          //
          // P_CheckPosition
          // This is purely informative,   nothing is modified
          // (  except things picked up ).
          //
          // in:
          // a mobj_t (  can be valid or invalid )
          // a position to be checked
          // (  doesn't need to be related to the mobj_t->x,  y )
          //
          // during:
          // special things are touched if MF_PICKUP
          // early out on solid lines?
          //
          // out:
          // newsubsec
          // floorz
          // ceilingz
          // tmdropoffz
          // the lowest point contacted
          // (  monsters won't move to a dropoff )
          // speciallines[]
          // numspeciallines
          //
          boolean
     375  P_CheckPosition
          (   mobj_t* thing,  
           fixed_t x,  
           fixed_t y  )
          {
           int xl;
           int xh;
           int yl;
           int yh;
           int bx;
           int by;
           subsector_t* newsubsec;
          
           tmthing = thing;
           tmflags = thing->flags;
          
           tmx = x;
           tmy = y;
          
           tmbbox[BOXTOP] = y + tmthing->radius;
           tmbbox[BOXBOTTOM] = y - tmthing->radius;
           tmbbox[BOXRIGHT] = x + tmthing->radius;
           tmbbox[BOXLEFT] = x - tmthing->radius;
          
           newsubsec = R_PointInSubsector (  x,  y );
           ceilingline = NULL;
          
           // The base floor / ceiling is from the subsector
           // that contains the point.
           // Any contacted lines the step closer together
           // will adjust them.
           tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
           tmceilingz = newsubsec->sector->ceilingheight;
          
           validcount++;
           numspechit = 0;
          
           if (   tmflags & MF_NOCLIP  )
           return true;
          
           // Check things first,   possibly picking things up.
           // The bounding box is extended by MAXRADIUS
           // because mobj_ts are grouped into mapblocks
           // based on their origin point,   and can overlap
           // into adjacent blocks by up to MAXRADIUS units.
           xl = (  tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS )>>MAPBLOCKSHIFT;
           xh = (  tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS )>>MAPBLOCKSHIFT;
           yl = (  tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS )>>MAPBLOCKSHIFT;
           yh = (  tmbbox[BOXTOP] - bmaporgy + MAXRADIUS )>>MAPBLOCKSHIFT;
          
           for (  bx=xl ; bx<=xh ; bx++ )
           for (  by=yl ; by<=yh ; by++ )
           if (  !P_BlockThingsIterator(  bx,  by,  PIT_CheckThing ) )
           return false;
          
           // check lines
           xl = (  tmbbox[BOXLEFT] - bmaporgx )>>MAPBLOCKSHIFT;
           xh = (  tmbbox[BOXRIGHT] - bmaporgx )>>MAPBLOCKSHIFT;
           yl = (  tmbbox[BOXBOTTOM] - bmaporgy )>>MAPBLOCKSHIFT;
           yh = (  tmbbox[BOXTOP] - bmaporgy )>>MAPBLOCKSHIFT;
          
           for (  bx=xl ; bx<=xh ; bx++ )
           for (  by=yl ; by<=yh ; by++ )
           if (  !P_BlockLinesIterator (  bx,  by,  PIT_CheckLine ) )
           return false;
          
           return true;
          }
          
          
          //
          // P_TryMove
          // Attempt to move to a new position,  
          // crossing special lines unless MF_TELEPORT is set.
          //
          boolean
     451  P_TryMove
          (   mobj_t* thing,  
           fixed_t x,  
           fixed_t y  )
          {
           fixed_t oldx;
           fixed_t oldy;
           int side;
           int oldside;
           line_t* ld;
          
           floatok = false;
           if (  !P_CheckPosition (  thing,   x,   y ) )
           return false; // solid wall or thing
          
           if (   !(  thing->flags & MF_NOCLIP )  )
           {
           if (  tmceilingz - tmfloorz < thing->height )
           return false; // doesn't fit
          
           floatok = true;
          
           if (   !(  thing->flags&MF_TELEPORT )
           &&tmceilingz - thing->z < thing->height )
           return false; // mobj must lower itself to fit
          
           if (   !(  thing->flags&MF_TELEPORT )
           && tmfloorz - thing->z > 24*FRACUNIT  )
           return false; // too big a step up
          
           if (   !(  thing->flags&(  MF_DROPOFF|MF_FLOAT ) )
           && tmfloorz - tmdropoffz > 24*FRACUNIT  )
           return false; // don't stand over a dropoff
           }
          
           // the move is ok,  
           // so link the thing into its new position
           P_UnsetThingPosition (  thing );
          
           oldx = thing->x;
           oldy = thing->y;
           thing->floorz = tmfloorz;
           thing->ceilingz = tmceilingz;
           thing->x = x;
           thing->y = y;
          
           P_SetThingPosition (  thing );
          
           // if any special lines were hit,   do the effect
           if (  ! (  thing->flags&(  MF_TELEPORT|MF_NOCLIP ) )  )
           {
           while (  numspechit-- )
           {
           // see if the line was crossed
           ld = spechit[numspechit];
           side = P_PointOnLineSide (  thing->x,   thing->y,   ld );
           oldside = P_PointOnLineSide (  oldx,   oldy,   ld );
           if (  side != oldside )
           {
           if (  ld->special )
           P_CrossSpecialLine (  ld-lines,   oldside,   thing );
           }
           }
           }
          
           return true;
          }
          
          
          //
          // P_ThingHeightClip
          // Takes a valid thing and adjusts the thing->floorz,  
          // thing->ceilingz,   and possibly thing->z.
          // This is called for all nearby monsters
          // whenever a sector changes height.
          // If the thing doesn't fit,  
          // the z will be set to the lowest value
          // and false will be returned.
          //
     530  boolean P_ThingHeightClip (  mobj_t* thing )
          {
           boolean onfloor;
          
           onfloor = (  thing->z == thing->floorz );
          
           P_CheckPosition (  thing,   thing->x,   thing->y );
           // what about stranding a monster partially off an edge?
          
           thing->floorz = tmfloorz;
           thing->ceilingz = tmceilingz;
          
           if (  onfloor )
           {
           // walking monsters rise and fall with the floor
           thing->z = thing->floorz;
           }
           else
           {
           // don't adjust a floating monster unless forced to
           if (  thing->z+thing->height > thing->ceilingz )
           thing->z = thing->ceilingz - thing->height;
           }
          
           if (  thing->ceilingz - thing->floorz < thing->height )
           return false;
          
           return true;
          }
          
          
          
          //
          // SLIDE MOVE
          // Allows the player to slide along any angled walls.
          //
          fixed_t bestslidefrac;
          fixed_t secondslidefrac;
          
          line_t* bestslideline;
          line_t* secondslideline;
          
          mobj_t* slidemo;
          
          fixed_t tmxmove;
          fixed_t tmymove;
          
          
          
          //
          // P_HitSlideLine
          // Adjusts the xmove / ymove
          // so that the next move will slide along the wall.
          //
     584  void P_HitSlideLine (  line_t* ld )
          {
           int side;
          
           angle_t lineangle;
           angle_t moveangle;
           angle_t deltaangle;
          
           fixed_t movelen;
           fixed_t newlen;
          
          
           if (  ld->slopetype == ST_HORIZONTAL )
           {
           tmymove = 0;
           return;
           }
          
           if (  ld->slopetype == ST_VERTICAL )
           {
           tmxmove = 0;
           return;
           }
          
           side = P_PointOnLineSide (  slidemo->x,   slidemo->y,   ld );
          
           lineangle = R_PointToAngle2 (  0,  0,   ld->dx,   ld->dy );
          
           if (  side == 1 )
           lineangle += ANG180;
          
           moveangle = R_PointToAngle2 (  0,  0,   tmxmove,   tmymove );
           deltaangle = moveangle-lineangle;
          
           if (  deltaangle > ANG180 )
           deltaangle += ANG180;
           // I_Error (  "SlideLine: ang>ANG180" );
          
           lineangle >>= ANGLETOFINESHIFT;
           deltaangle >>= ANGLETOFINESHIFT;
          
           movelen = P_AproxDistance (  tmxmove,   tmymove );
           newlen = FixedMul (  movelen,   finecosine[deltaangle] );
          
           tmxmove = FixedMul (  newlen,   finecosine[lineangle] );
           tmymove = FixedMul (  newlen,   finesine[lineangle] );
          }
          
          
          //
          // PTR_SlideTraverse
          //
     636  boolean PTR_SlideTraverse (  intercept_t* in )
          {
           line_t* li;
          
           if (  !in->isaline )
           I_Error (  "PTR_SlideTraverse: not a line?" );
          
           li = in->d.line;
          
           if (   ! (  li->flags & ML_TWOSIDED )  )
           {
           if (  P_PointOnLineSide (  slidemo->x,   slidemo->y,   li ) )
           {
           // don't hit the back side
           return true;
           }
           goto isblocking;
           }
          
           // set openrange,   opentop,   openbottom
           P_LineOpening (  li );
          
           if (  openrange < slidemo->height )
           goto isblocking; // doesn't fit
          
           if (  opentop - slidemo->z < slidemo->height )
           goto isblocking; // mobj is too high
          
           if (  openbottom - slidemo->z > 24*FRACUNIT  )
           goto isblocking; // too big a step up
          
           // this line doesn't block movement
           return true;
          
           // the line does block movement,  
           // see if it is closer than best so far
           isblocking:
           if (  in->frac < bestslidefrac )
           {
           secondslidefrac = bestslidefrac;
           secondslideline = bestslideline;
           bestslidefrac = in->frac;
           bestslideline = li;
           }
          
           return false; // stop
          }
          
          
          
          //
          // P_SlideMove
          // The momx / momy move is bad,   so try to slide
          // along a wall.
          // Find the first line hit,   move flush to it,  
          // and slide along it
          //
          // This is a kludgy mess.
          //
     695  void P_SlideMove (  mobj_t* mo )
          {
           fixed_t leadx;
           fixed_t leady;
           fixed_t trailx;
           fixed_t traily;
           fixed_t newx;
           fixed_t newy;
           int hitcount;
          
           slidemo = mo;
           hitcount = 0;
          
           retry:
           if (  ++hitcount == 3 )
           goto stairstep; // don't loop forever
          
          
           // trace along the three leading corners
           if (  mo->momx > 0 )
           {
           leadx = mo->x + mo->radius;
           trailx = mo->x - mo->radius;
           }
           else
           {
           leadx = mo->x - mo->radius;
           trailx = mo->x + mo->radius;
           }
          
           if (  mo->momy > 0 )
           {
           leady = mo->y + mo->radius;
           traily = mo->y - mo->radius;
           }
           else
           {
           leady = mo->y - mo->radius;
           traily = mo->y + mo->radius;
           }
          
           bestslidefrac = FRACUNIT+1;
          
           P_PathTraverse (   leadx,   leady,   leadx+mo->momx,   leady+mo->momy,  
           PT_ADDLINES,   PTR_SlideTraverse  );
           P_PathTraverse (   trailx,   leady,   trailx+mo->momx,   leady+mo->momy,  
           PT_ADDLINES,   PTR_SlideTraverse  );
           P_PathTraverse (   leadx,   traily,   leadx+mo->momx,   traily+mo->momy,  
           PT_ADDLINES,   PTR_SlideTraverse  );
          
           // move up to the wall
           if (  bestslidefrac == FRACUNIT+1 )
           {
           // the move most have hit the middle,   so stairstep
           stairstep:
           if (  !P_TryMove (  mo,   mo->x,   mo->y + mo->momy ) )
           P_TryMove (  mo,   mo->x + mo->momx,   mo->y );
           return;
           }
          
           // fudge a bit to make sure it doesn't hit
           bestslidefrac -= 0x800;
           if (  bestslidefrac > 0 )
           {
           newx = FixedMul (  mo->momx,   bestslidefrac );
           newy = FixedMul (  mo->momy,   bestslidefrac );
          
           if (  !P_TryMove (  mo,   mo->x+newx,   mo->y+newy ) )
           goto stairstep;
           }
          
           // Now continue along the wall.
           // First calculate remainder.
           bestslidefrac = FRACUNIT-(  bestslidefrac+0x800 );
          
           if (  bestslidefrac > FRACUNIT )
           bestslidefrac = FRACUNIT;
          
           if (  bestslidefrac <= 0 )
           return;
          
           tmxmove = FixedMul (  mo->momx,   bestslidefrac );
           tmymove = FixedMul (  mo->momy,   bestslidefrac );
          
           P_HitSlideLine (  bestslideline ); // clip the moves
          
           mo->momx = tmxmove;
           mo->momy = tmymove;
          
           if (  !P_TryMove (  mo,   mo->x+tmxmove,   mo->y+tmymove ) )
           {
           goto retry;
           }
          }
          
          
          //
          // P_LineAttack
          //
          mobj_t* linetarget; // who got hit (  or NULL )
          mobj_t* shootthing;
          
          // Height if not aiming up or down
          // ???: use slope for monsters?
          fixed_t shootz;
          
          int la_damage;
          fixed_t attackrange;
          
          fixed_t aimslope;
          
          // slopes to top and bottom of target
          extern fixed_t topslope;
          extern fixed_t bottomslope;
          
          
          //
          // PTR_AimTraverse
          // Sets linetaget and aimslope when a target is aimed at.
          //
          boolean
     816  PTR_AimTraverse (  intercept_t* in )
          {
           line_t* li;
           mobj_t* th;
           fixed_t slope;
           fixed_t thingtopslope;
           fixed_t thingbottomslope;
           fixed_t dist;
          
           if (  in->isaline )
           {
           li = in->d.line;
          
           if (   !(  li->flags & ML_TWOSIDED )  )
           return false; // stop
          
           // Crosses a two sided line.
           // A two sided line will restrict
           // the possible target ranges.
           P_LineOpening (  li );
          
           if (  openbottom >= opentop )
           return false; // stop
          
           dist = FixedMul (  attackrange,   in->frac );
          
           if (  li->frontsector->floorheight != li->backsector->floorheight )
           {
           slope = FixedDiv (  openbottom - shootz ,   dist );
           if (  slope > bottomslope )
           bottomslope = slope;
           }
          
           if (  li->frontsector->ceilingheight != li->backsector->ceilingheight )
           {
           slope = FixedDiv (  opentop - shootz ,   dist );
           if (  slope < topslope )
           topslope = slope;
           }
          
           if (  topslope <= bottomslope )
           return false; // stop
          
           return true; // shot continues
           }
          
           // shoot a thing
           th = in->d.thing;
           if (  th == shootthing )
           return true; // can't shoot self
          
           if (  !(  th->flags&MF_SHOOTABLE ) )
           return true; // corpse or something
          
           // check angles to see if the thing can be aimed at
           dist = FixedMul (  attackrange,   in->frac );
           thingtopslope = FixedDiv (  th->z+th->height - shootz ,   dist );
          
           if (  thingtopslope < bottomslope )
           return true; // shot over the thing
          
           thingbottomslope = FixedDiv (  th->z - shootz,   dist );
          
           if (  thingbottomslope > topslope )
           return true; // shot under the thing
          
           // this thing can be hit!
           if (  thingtopslope > topslope )
           thingtopslope = topslope;
          
           if (  thingbottomslope < bottomslope )
           thingbottomslope = bottomslope;
          
           aimslope = (  thingtopslope+thingbottomslope )/2;
           linetarget = th;
          
           return false; // don't go any farther
          }
          
          
          //
          // PTR_ShootTraverse
          //
     899  boolean PTR_ShootTraverse (  intercept_t* in )
          {
           fixed_t x;
           fixed_t y;
           fixed_t z;
           fixed_t frac;
          
           line_t* li;
          
           mobj_t* th;
          
           fixed_t slope;
           fixed_t dist;
           fixed_t thingtopslope;
           fixed_t thingbottomslope;
          
           if (  in->isaline )
           {
           li = in->d.line;
          
           if (  li->special )
           P_ShootSpecialLine (  shootthing,   li );
          
           if (   !(  li->flags & ML_TWOSIDED )  )
           goto hitline;
          
           // crosses a two sided line
           P_LineOpening (  li );
          
           dist = FixedMul (  attackrange,   in->frac );
          
           if (  li->frontsector->floorheight != li->backsector->floorheight )
           {
           slope = FixedDiv (  openbottom - shootz ,   dist );
           if (  slope > aimslope )
           goto hitline;
           }
          
           if (  li->frontsector->ceilingheight != li->backsector->ceilingheight )
           {
           slope = FixedDiv (  opentop - shootz ,   dist );
           if (  slope < aimslope )
           goto hitline;
           }
          
           // shot continues
           return true;
          
          
           // hit line
           hitline:
           // position a bit closer
           frac = in->frac - FixedDiv (  4*FRACUNIT,  attackrange );
           x = trace.x + FixedMul (  trace.dx,   frac );
           y = trace.y + FixedMul (  trace.dy,   frac );
           z = shootz + FixedMul (  aimslope,   FixedMul(  frac,   attackrange ) );
          
           if (  li->frontsector->ceilingpic == skyflatnum )
           {
           // don't shoot the sky!
           if (  z > li->frontsector->ceilingheight )
           return false;
          
           // it's a sky hack wall
           if (  li->backsector && li->backsector->ceilingpic == skyflatnum )
           return false;
           }
          
           // Spawn bullet puffs.
           P_SpawnPuff (  x,  y,  z );
          
           // don't go any farther
           return false;
           }
          
           // shoot a thing
           th = in->d.thing;
           if (  th == shootthing )
           return true; // can't shoot self
          
           if (  !(  th->flags&MF_SHOOTABLE ) )
           return true; // corpse or something
          
           // check angles to see if the thing can be aimed at
           dist = FixedMul (  attackrange,   in->frac );
           thingtopslope = FixedDiv (  th->z+th->height - shootz ,   dist );
          
           if (  thingtopslope < aimslope )
           return true; // shot over the thing
          
           thingbottomslope = FixedDiv (  th->z - shootz,   dist );
          
           if (  thingbottomslope > aimslope )
           return true; // shot under the thing
          
          
           // hit thing
           // position a bit closer
           frac = in->frac - FixedDiv (  10*FRACUNIT,  attackrange );
          
           x = trace.x + FixedMul (  trace.dx,   frac );
           y = trace.y + FixedMul (  trace.dy,   frac );
           z = shootz + FixedMul (  aimslope,   FixedMul(  frac,   attackrange ) );
          
           // Spawn bullet puffs or blod spots,  
           // depending on target type.
           if (  in->d.thing->flags & MF_NOBLOOD )
           P_SpawnPuff (  x,  y,  z );
           else
           P_SpawnBlood (  x,  y,  z,   la_damage );
          
           if (  la_damage )
           P_DamageMobj (  th,   shootthing,   shootthing,   la_damage );
          
           // don't go any farther
           return false;
          
          }
          
          
          //
          // P_AimLineAttack
          //
          fixed_t
    1023  P_AimLineAttack
          (   mobj_t* t1,  
           angle_t angle,  
           fixed_t distance  )
          {
           fixed_t x2;
           fixed_t y2;
          
           angle >>= ANGLETOFINESHIFT;
           shootthing = t1;
          
           x2 = t1->x + (  distance>>FRACBITS )*finecosine[angle];
           y2 = t1->y + (  distance>>FRACBITS )*finesine[angle];
           shootz = t1->z + (  t1->height>>1 ) + 8*FRACUNIT;
          
           // can't shoot outside view angles
           topslope = 100*FRACUNIT/160;
           bottomslope = -100*FRACUNIT/160;
          
           attackrange = distance;
           linetarget = NULL;
          
           P_PathTraverse (   t1->x,   t1->y,  
           x2,   y2,  
           PT_ADDLINES|PT_ADDTHINGS,  
           PTR_AimTraverse  );
          
           if (  linetarget )
           return aimslope;
          
           return 0;
          }
          
          
          //
          // P_LineAttack
          // If damage == 0,   it is just a test trace
          // that will leave linetarget set.
          //
          void
    1063  P_LineAttack
          (   mobj_t* t1,  
           angle_t angle,  
           fixed_t distance,  
           fixed_t slope,  
           int damage  )
          {
           fixed_t x2;
           fixed_t y2;
          
           angle >>= ANGLETOFINESHIFT;
           shootthing = t1;
           la_damage = damage;
           x2 = t1->x + (  distance>>FRACBITS )*finecosine[angle];
           y2 = t1->y + (  distance>>FRACBITS )*finesine[angle];
           shootz = t1->z + (  t1->height>>1 ) + 8*FRACUNIT;
           attackrange = distance;
           aimslope = slope;
          
           P_PathTraverse (   t1->x,   t1->y,  
           x2,   y2,  
           PT_ADDLINES|PT_ADDTHINGS,  
           PTR_ShootTraverse  );
          }
          
          
          
          //
          // USE LINES
          //
          mobj_t* usething;
          
    1095  boolean PTR_UseTraverse (  intercept_t* in )
          {
           int side;
          
           if (  !in->d.line->special )
           {
           P_LineOpening (  in->d.line );
           if (  openrange <= 0 )
           {
           S_StartSound (  usething,   sfx_noway );
          
           // can't use through a wall
           return false;
           }
           // not a special line,   but keep checking
           return true ;
           }
          
           side = 0;
           if (  P_PointOnLineSide (  usething->x,   usething->y,   in->d.line ) == 1 )
           side = 1;
          
           // return false; // don't use back side
          
           P_UseSpecialLine (  usething,   in->d.line,   side );
          
           // can't use for than one special line in a row
           return false;
          }
          
          
          //
          // P_UseLines
          // Looks for special lines in front of the player to activate.
          //
    1130  void P_UseLines (  player_t* player )
          {
           int angle;
           fixed_t x1;
           fixed_t y1;
           fixed_t x2;
           fixed_t y2;
          
           usething = player->mo;
          
           angle = player->mo->angle >> ANGLETOFINESHIFT;
          
           x1 = player->mo->x;
           y1 = player->mo->y;
           x2 = x1 + (  USERANGE>>FRACBITS )*finecosine[angle];
           y2 = y1 + (  USERANGE>>FRACBITS )*finesine[angle];
          
           P_PathTraverse (   x1,   y1,   x2,   y2,   PT_ADDLINES,   PTR_UseTraverse  );
          }
          
          
          //
          // RADIUS ATTACK
          //
          mobj_t* bombsource;
          mobj_t* bombspot;
          int bombdamage;
          
          
          //
          // PIT_RadiusAttack
          // "bombsource" is the creature
          // that caused the explosion at "bombspot".
          //
    1164  boolean PIT_RadiusAttack (  mobj_t* thing )
          {
           fixed_t dx;
           fixed_t dy;
           fixed_t dist;
          
           if (  !(  thing->flags & MF_SHOOTABLE )  )
           return true;
          
           // Boss spider and cyborg
           // take no damage from concussion.
           if (  thing->type == MT_CYBORG
           || thing->type == MT_SPIDER )
           return true;
          
           dx = abs(  thing->x - bombspot->x );
           dy = abs(  thing->y - bombspot->y );
          
           dist = dx>dy ? dx : dy;
           dist = (  dist - thing->radius ) >> FRACBITS;
          
           if (  dist < 0 )
           dist = 0;
          
           if (  dist >= bombdamage )
           return true; // out of range
          
           if (   P_CheckSight (  thing,   bombspot )  )
           {
           // must be in direct path
           P_DamageMobj (  thing,   bombspot,   bombsource,   bombdamage - dist );
           }
          
           return true;
          }
          
          
          //
          // P_RadiusAttack
          // Source is the creature that caused the explosion at spot.
          //
          void
    1206  P_RadiusAttack
          (   mobj_t* spot,  
           mobj_t* source,  
           int damage  )
          {
           int x;
           int y;
          
           int xl;
           int xh;
           int yl;
           int yh;
          
           fixed_t dist;
          
           dist = (  damage+MAXRADIUS )<<FRACBITS;
           yh = (  spot->y + dist - bmaporgy )>>MAPBLOCKSHIFT;
           yl = (  spot->y - dist - bmaporgy )>>MAPBLOCKSHIFT;
           xh = (  spot->x + dist - bmaporgx )>>MAPBLOCKSHIFT;
           xl = (  spot->x - dist - bmaporgx )>>MAPBLOCKSHIFT;
           bombspot = spot;
           bombsource = source;
           bombdamage = damage;
          
           for (  y=yl ; y<=yh ; y++ )
           for (  x=xl ; x<=xh ; x++ )
           P_BlockThingsIterator (  x,   y,   PIT_RadiusAttack  );
          }
          
          
          
          //
          // SECTOR HEIGHT CHANGING
          // After modifying a sectors floor or ceiling height,  
          // call this routine to adjust the positions
          // of all things that touch the sector.
          //
          // If anything doesn't fit anymore,   true will be returned.
          // If crunch is true,   they will take damage
          // as they are being crushed.
          // If Crunch is false,   you should set the sector height back
          // the way it was and call P_ChangeSector again
          // to undo the changes.
          //
          boolean crushchange;
          boolean nofit;
          
          
          //
          // PIT_ChangeSector
          //
    1257  boolean PIT_ChangeSector (  mobj_t* thing )
          {
           mobj_t* mo;
          
           if (  P_ThingHeightClip (  thing ) )
           {
           // keep checking
           return true;
           }
          
          
           // crunch bodies to giblets
           if (  thing->health <= 0 )
           {
           P_SetMobjState (  thing,   S_GIBS );
          
           thing->flags &= ~MF_SOLID;
           thing->height = 0;
           thing->radius = 0;
          
           // keep checking
           return true;
           }
          
           // crunch dropped items
           if (  thing->flags & MF_DROPPED )
           {
           P_RemoveMobj (  thing );
          
           // keep checking
           return true;
           }
          
           if (  ! (  thing->flags & MF_SHOOTABLE )  )
           {
           // assume it is bloody gibs or something
           return true;
           }
          
           nofit = true;
          
           if (  crushchange && !(  leveltime&3 )  )
           {
           P_DamageMobj(  thing,  NULL,  NULL,  10 );
          
           // spray blood in a random direction
           mo = P_SpawnMobj (  thing->x,  
           thing->y,  
           thing->z + thing->height/2,   MT_BLOOD );
          
           mo->momx = (  P_Random(   ) - P_Random (   ) )<<12;
           mo->momy = (  P_Random(   ) - P_Random (   ) )<<12;
           }
          
           // keep checking (  crush other things )
           return true;
          }
          
          
          
          //
          // P_ChangeSector
          //
          boolean
    1321  P_ChangeSector
          (   sector_t* sector,  
           boolean crunch  )
          {
           int x;
           int y;
          
           nofit = false;
           crushchange = crunch;
          
           // re-check heights for all things near the moving sector
           for (  x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++ )
           for (  y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++ )
           P_BlockThingsIterator (  x,   y,   PIT_ChangeSector );
          
          
           return nofit;
          }
          

p_maputl.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Movement/collision utility functions,  
          // as used by function in p_map.c.
          // BLOCKMAP Iterator functions,  
          // and some PIT_* functions to use for iteration.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_maputl.c,  v 1.5 1997/02/03 22:45:11 b1 Exp $";
          
          
          #include <stdlib.h>
          
          
          #include "m_bbox.h"
          
          #include "doomdef.h"
          #include "p_local.h"
          
          
          // State.
          #include "r_state.h"
          
          //
          // P_AproxDistance
          // Gives an estimation of distance (  not exact )
          //
          
          fixed_t
      49  P_AproxDistance
          (   fixed_t dx,  
           fixed_t dy  )
          {
           dx = abs(  dx );
           dy = abs(  dy );
           if (  dx < dy )
           return dx+dy-(  dx>>1 );
           return dx+dy-(  dy>>1 );
          }
          
          
          //
          // P_PointOnLineSide
          // Returns 0 or 1
          //
          int
      66  P_PointOnLineSide
          (   fixed_t x,  
           fixed_t y,  
           line_t* line  )
          {
           fixed_t dx;
           fixed_t dy;
           fixed_t left;
           fixed_t right;
          
           if (  !line->dx )
           {
           if (  x <= line->v1->x )
           return line->dy > 0;
          
           return line->dy < 0;
           }
           if (  !line->dy )
           {
           if (  y <= line->v1->y )
           return line->dx < 0;
          
           return line->dx > 0;
           }
          
           dx = (  x - line->v1->x );
           dy = (  y - line->v1->y );
          
           left = FixedMul (   line->dy>>FRACBITS ,   dx  );
           right = FixedMul (   dy ,   line->dx>>FRACBITS  );
          
           if (  right < left )
           return 0; // front side
           return 1; // back side
          }
          
          
          
          //
          // P_BoxOnLineSide
          // Considers the line to be infinite
          // Returns side 0 or 1,   -1 if box crosses the line.
          //
          int
     110  P_BoxOnLineSide
          (   fixed_t* tmbox,  
           line_t* ld  )
          {
           int p1;
           int p2;
          
           switch (  ld->slopetype )
           {
           case ST_HORIZONTAL:
           p1 = tmbox[BOXTOP] > ld->v1->y;
           p2 = tmbox[BOXBOTTOM] > ld->v1->y;
           if (  ld->dx < 0 )
           {
           p1 ^= 1;
           p2 ^= 1;
           }
           break;
          
           case ST_VERTICAL:
           p1 = tmbox[BOXRIGHT] < ld->v1->x;
           p2 = tmbox[BOXLEFT] < ld->v1->x;
           if (  ld->dy < 0 )
           {
           p1 ^= 1;
           p2 ^= 1;
           }
           break;
          
           case ST_POSITIVE:
           p1 = P_PointOnLineSide (  tmbox[BOXLEFT],   tmbox[BOXTOP],   ld );
           p2 = P_PointOnLineSide (  tmbox[BOXRIGHT],   tmbox[BOXBOTTOM],   ld );
           break;
          
           case ST_NEGATIVE:
           p1 = P_PointOnLineSide (  tmbox[BOXRIGHT],   tmbox[BOXTOP],   ld );
           p2 = P_PointOnLineSide (  tmbox[BOXLEFT],   tmbox[BOXBOTTOM],   ld );
           break;
           }
          
           if (  p1 == p2 )
           return p1;
           return -1;
          }
          
          
          //
          // P_PointOnDivlineSide
          // Returns 0 or 1.
          //
          int
     161  P_PointOnDivlineSide
          (   fixed_t x,  
           fixed_t y,  
           divline_t* line  )
          {
           fixed_t dx;
           fixed_t dy;
           fixed_t left;
           fixed_t right;
          
           if (  !line->dx )
           {
           if (  x <= line->x )
           return line->dy > 0;
          
           return line->dy < 0;
           }
           if (  !line->dy )
           {
           if (  y <= line->y )
           return line->dx < 0;
          
           return line->dx > 0;
           }
          
           dx = (  x - line->x );
           dy = (  y - line->y );
          
           // try to quickly decide by looking at sign bits
           if (   (  line->dy ^ line->dx ^ dx ^ dy )&0x80000000  )
           {
           if (   (  line->dy ^ dx ) & 0x80000000  )
           return 1; // (  left is negative )
           return 0;
           }
          
           left = FixedMul (   line->dy>>8,   dx>>8  );
           right = FixedMul (   dy>>8 ,   line->dx>>8  );
          
           if (  right < left )
           return 0; // front side
           return 1; // back side
          }
          
          
          
          //
          // P_MakeDivline
          //
          void
     211  P_MakeDivline
          (   line_t* li,  
           divline_t* dl  )
          {
           dl->x = li->v1->x;
           dl->y = li->v1->y;
           dl->dx = li->dx;
           dl->dy = li->dy;
          }
          
          
          
          //
          // P_InterceptVector
          // Returns the fractional intercept point
          // along the first divline.
          // This is only called by the addthings
          // and addlines traversers.
          //
          fixed_t
     231  P_InterceptVector
          (   divline_t* v2,  
           divline_t* v1  )
          {
          #if 1
           fixed_t frac;
           fixed_t num;
           fixed_t den;
          
           den = FixedMul (  v1->dy>>8,  v2->dx ) - FixedMul(  v1->dx>>8,  v2->dy );
          
           if (  den == 0 )
           return 0;
           // I_Error (  "P_InterceptVector: parallel" );
          
           num =
           FixedMul (   (  v1->x - v2->x )>>8 ,  v1->dy  )
           +FixedMul (   (  v2->y - v1->y )>>8,   v1->dx  );
          
           frac = FixedDiv (  num ,   den );
          
           return frac;
          #else // UNUSED,   float debug.
           float frac;
           float num;
           float den;
           float v1x;
           float v1y;
           float v1dx;
           float v1dy;
           float v2x;
           float v2y;
           float v2dx;
           float v2dy;
          
           v1x = (  float )v1->x/FRACUNIT;
           v1y = (  float )v1->y/FRACUNIT;
           v1dx = (  float )v1->dx/FRACUNIT;
           v1dy = (  float )v1->dy/FRACUNIT;
           v2x = (  float )v2->x/FRACUNIT;
           v2y = (  float )v2->y/FRACUNIT;
           v2dx = (  float )v2->dx/FRACUNIT;
           v2dy = (  float )v2->dy/FRACUNIT;
          
           den = v1dy*v2dx - v1dx*v2dy;
          
           if (  den == 0 )
           return 0; // parallel
          
           num = (  v1x - v2x )*v1dy + (  v2y - v1y )*v1dx;
           frac = num / den;
          
           return frac*FRACUNIT;
          #endif
          }
          
          
          //
          // P_LineOpening
          // Sets opentop and openbottom to the window
          // through a two sided line.
          // OPTIMIZE: keep this precalculated
          //
          fixed_t opentop;
          fixed_t openbottom;
          fixed_t openrange;
          fixed_t lowfloor;
          
          
     300  void P_LineOpening (  line_t* linedef )
          {
           sector_t* front;
           sector_t* back;
          
           if (  linedef->sidenum[1] == -1 )
           {
           // single sided line
           openrange = 0;
           return;
           }
          
           front = linedef->frontsector;
           back = linedef->backsector;
          
           if (  front->ceilingheight < back->ceilingheight )
           opentop = front->ceilingheight;
           else
           opentop = back->ceilingheight;
          
           if (  front->floorheight > back->floorheight )
           {
           openbottom = front->floorheight;
           lowfloor = back->floorheight;
           }
           else
           {
           openbottom = back->floorheight;
           lowfloor = front->floorheight;
           }
          
           openrange = opentop - openbottom;
          }
          
          
          //
          // THING POSITION SETTING
          //
          
          
          //
          // P_UnsetThingPosition
          // Unlinks a thing from block map and sectors.
          // On each position change,   BLOCKMAP and other
          // lookups maintaining lists ot things inside
          // these structures need to be updated.
          //
     347  void P_UnsetThingPosition (  mobj_t* thing )
          {
           int blockx;
           int blocky;
          
           if (   ! (  thing->flags & MF_NOSECTOR )  )
           {
           // inert things don't need to be in blockmap?
           // unlink from subsector
           if (  thing->snext )
           thing->snext->sprev = thing->sprev;
          
           if (  thing->sprev )
           thing->sprev->snext = thing->snext;
           else
           thing->subsector->sector->thinglist = thing->snext;
           }
          
           if (   ! (  thing->flags & MF_NOBLOCKMAP )  )
           {
           // inert things don't need to be in blockmap
           // unlink from block map
           if (  thing->bnext )
           thing->bnext->bprev = thing->bprev;
          
           if (  thing->bprev )
           thing->bprev->bnext = thing->bnext;
           else
           {
           blockx = (  thing->x - bmaporgx )>>MAPBLOCKSHIFT;
           blocky = (  thing->y - bmaporgy )>>MAPBLOCKSHIFT;
          
           if (  blockx>=0 && blockx < bmapwidth
           && blocky>=0 && blocky <bmapheight )
           {
           blocklinks[blocky*bmapwidth+blockx] = thing->bnext;
           }
           }
           }
          }
          
          
          //
          // P_SetThingPosition
          // Links a thing into both a block and a subsector
          // based on it's x y.
          // Sets thing->subsector properly
          //
          void
     396  P_SetThingPosition (  mobj_t* thing )
          {
           subsector_t* ss;
           sector_t* sec;
           int blockx;
           int blocky;
           mobj_t** link;
          
          
           // link into subsector
           ss = R_PointInSubsector (  thing->x,  thing->y );
           thing->subsector = ss;
          
           if (   ! (  thing->flags & MF_NOSECTOR )  )
           {
           // invisible things don't go into the sector links
           sec = ss->sector;
          
           thing->sprev = NULL;
           thing->snext = sec->thinglist;
          
           if (  sec->thinglist )
           sec->thinglist->sprev = thing;
          
           sec->thinglist = thing;
           }
          
          
           // link into blockmap
           if (   ! (  thing->flags & MF_NOBLOCKMAP )  )
           {
           // inert things don't need to be in blockmap
           blockx = (  thing->x - bmaporgx )>>MAPBLOCKSHIFT;
           blocky = (  thing->y - bmaporgy )>>MAPBLOCKSHIFT;
          
           if (  blockx>=0
           && blockx < bmapwidth
           && blocky>=0
           && blocky < bmapheight )
           {
           link = &blocklinks[blocky*bmapwidth+blockx];
           thing->bprev = NULL;
           thing->bnext = *link;
           if (  *link )
           (  *link )->bprev = thing;
          
           *link = thing;
           }
           else
           {
           // thing is off the map
           thing->bnext = thing->bprev = NULL;
           }
           }
          }
          
          
          
          //
          // BLOCK MAP ITERATORS
          // For each line/thing in the given mapblock,  
          // call the passed PIT_* function.
          // If the function returns false,  
          // exit with false without checking anything else.
          //
          
          
          //
          // P_BlockLinesIterator
          // The validcount flags are used to avoid checking lines
          // that are marked in multiple mapblocks,  
          // so increment validcount before the first call
          // to P_BlockLinesIterator,   then make one or more calls
          // to it.
          //
          boolean
     472  P_BlockLinesIterator
          (   int x,  
           int y,  
           boolean(  *func )(  line_t* )  )
          {
           int offset;
           short* list;
           line_t* ld;
          
           if (  x<0
           || y<0
           || x>=bmapwidth
           || y>=bmapheight )
           {
           return true;
           }
          
           offset = y*bmapwidth+x;
          
           offset = *(  blockmap+offset );
          
           for (   list = blockmaplump+offset ; *list != -1 ; list++ )
           {
           ld = &lines[*list];
          
           if (  ld->validcount == validcount )
           continue; // line has already been checked
          
           ld->validcount = validcount;
          
           if (   !func(  ld )  )
           return false;
           }
           return true; // everything was checked
          }
          
          
          //
          // P_BlockThingsIterator
          //
          boolean
     513  P_BlockThingsIterator
          (   int x,  
           int y,  
           boolean(  *func )(  mobj_t* )  )
          {
           mobj_t* mobj;
          
           if (   x<0
           || y<0
           || x>=bmapwidth
           || y>=bmapheight )
           {
           return true;
           }
          
          
           for (  mobj = blocklinks[y*bmapwidth+x] ;
           mobj ;
           mobj = mobj->bnext )
           {
           if (  !func(   mobj  )  )
           return false;
           }
           return true;
          }
          
          
          
          //
          // INTERCEPT ROUTINES
          //
          intercept_t intercepts[MAXINTERCEPTS];
          intercept_t* intercept_p;
          
          divline_t trace;
          boolean earlyout;
          int ptflags;
          
          //
          // PIT_AddLineIntercepts.
          // Looks for lines in the given block
          // that intercept the given trace
          // to add to the intercepts list.
          //
          // A line is crossed if its endpoints
          // are on opposite sides of the trace.
          // Returns true if earlyout and a solid line hit.
          //
          boolean
     562  PIT_AddLineIntercepts (  line_t* ld )
          {
           int s1;
           int s2;
           fixed_t frac;
           divline_t dl;
          
           // avoid precision problems with two routines
           if (   trace.dx > FRACUNIT*16
           || trace.dy > FRACUNIT*16
           || trace.dx < -FRACUNIT*16
           || trace.dy < -FRACUNIT*16 )
           {
           s1 = P_PointOnDivlineSide (  ld->v1->x,   ld->v1->y,   &trace );
           s2 = P_PointOnDivlineSide (  ld->v2->x,   ld->v2->y,   &trace );
           }
           else
           {
           s1 = P_PointOnLineSide (  trace.x,   trace.y,   ld );
           s2 = P_PointOnLineSide (  trace.x+trace.dx,   trace.y+trace.dy,   ld );
           }
          
           if (  s1 == s2 )
           return true; // line isn't crossed
          
           // hit the line
           P_MakeDivline (  ld,   &dl );
           frac = P_InterceptVector (  &trace,   &dl );
          
           if (  frac < 0 )
           return true; // behind source
          
           // try to early out the check
           if (  earlyout
           && frac < FRACUNIT
           && !ld->backsector )
           {
           return false; // stop checking
           }
          
          
           intercept_p->frac = frac;
           intercept_p->isaline = true;
           intercept_p->d.line = ld;
           intercept_p++;
          
           return true; // continue
          }
          
          
          
          //
          // PIT_AddThingIntercepts
          //
     616  boolean PIT_AddThingIntercepts (  mobj_t* thing )
          {
           fixed_t x1;
           fixed_t y1;
           fixed_t x2;
           fixed_t y2;
          
           int s1;
           int s2;
          
           boolean tracepositive;
          
           divline_t dl;
          
           fixed_t frac;
          
           tracepositive = (  trace.dx ^ trace.dy )>0;
          
           // check a corner to corner crossection for hit
           if (  tracepositive )
           {
           x1 = thing->x - thing->radius;
           y1 = thing->y + thing->radius;
          
           x2 = thing->x + thing->radius;
           y2 = thing->y - thing->radius;
           }
           else
           {
           x1 = thing->x - thing->radius;
           y1 = thing->y - thing->radius;
          
           x2 = thing->x + thing->radius;
           y2 = thing->y + thing->radius;
           }
          
           s1 = P_PointOnDivlineSide (  x1,   y1,   &trace );
           s2 = P_PointOnDivlineSide (  x2,   y2,   &trace );
          
           if (  s1 == s2 )
           return true; // line isn't crossed
          
           dl.x = x1;
           dl.y = y1;
           dl.dx = x2-x1;
           dl.dy = y2-y1;
          
           frac = P_InterceptVector (  &trace,   &dl );
          
           if (  frac < 0 )
           return true; // behind source
          
           intercept_p->frac = frac;
           intercept_p->isaline = false;
           intercept_p->d.thing = thing;
           intercept_p++;
          
           return true; // keep going
          }
          
          
          //
          // P_TraverseIntercepts
          // Returns true if the traverser function returns true
          // for all lines.
          //
          boolean
     683  P_TraverseIntercepts
          (   traverser_t func,  
           fixed_t maxfrac  )
          {
           int count;
           fixed_t dist;
           intercept_t* scan;
           intercept_t* in;
          
           count = intercept_p - intercepts;
          
           in = 0; // shut up compiler warning
          
           while (  count-- )
           {
           dist = MAXINT;
           for (  scan = intercepts ; scan<intercept_p ; scan++ )
           {
           if (  scan->frac < dist )
           {
           dist = scan->frac;
           in = scan;
           }
           }
          
           if (  dist > maxfrac )
           return true; // checked everything in range
          
          #if 0 // UNUSED
           {
           // don't check these yet,   there may be others inserted
           in = scan = intercepts;
           for (   scan = intercepts ; scan<intercept_p ; scan++ )
           if (  scan->frac > maxfrac )
           *in++ = *scan;
           intercept_p = in;
           return false;
           }
          #endif
          
           if (   !func (  in )  )
           return false; // don't bother going farther
          
           in->frac = MAXINT;
           }
          
           return true; // everything was traversed
          }
          
          
          
          
          //
          // P_PathTraverse
          // Traces a line from x1,  y1 to x2,  y2,  
          // calling the traverser function for each.
          // Returns true if the traverser function returns true
          // for all lines.
          //
          boolean
     743  P_PathTraverse
          (   fixed_t x1,  
           fixed_t y1,  
           fixed_t x2,  
           fixed_t y2,  
           int flags,  
           boolean (  *trav ) (  intercept_t * ) )
          {
           fixed_t xt1;
           fixed_t yt1;
           fixed_t xt2;
           fixed_t yt2;
          
           fixed_t xstep;
           fixed_t ystep;
          
           fixed_t partial;
          
           fixed_t xintercept;
           fixed_t yintercept;
          
           int mapx;
           int mapy;
          
           int mapxstep;
           int mapystep;
          
           int count;
          
           earlyout = flags & PT_EARLYOUT;
          
           validcount++;
           intercept_p = intercepts;
          
           if (   (  (  x1-bmaporgx )&(  MAPBLOCKSIZE-1 ) ) == 0 )
           x1 += FRACUNIT; // don't side exactly on a line
          
           if (   (  (  y1-bmaporgy )&(  MAPBLOCKSIZE-1 ) ) == 0 )
           y1 += FRACUNIT; // don't side exactly on a line
          
           trace.x = x1;
           trace.y = y1;
           trace.dx = x2 - x1;
           trace.dy = y2 - y1;
          
           x1 -= bmaporgx;
           y1 -= bmaporgy;
           xt1 = x1>>MAPBLOCKSHIFT;
           yt1 = y1>>MAPBLOCKSHIFT;
          
           x2 -= bmaporgx;
           y2 -= bmaporgy;
           xt2 = x2>>MAPBLOCKSHIFT;
           yt2 = y2>>MAPBLOCKSHIFT;
          
           if (  xt2 > xt1 )
           {
           mapxstep = 1;
           partial = FRACUNIT - (  (  x1>>MAPBTOFRAC )&(  FRACUNIT-1 ) );
           ystep = FixedDiv (  y2-y1,  abs(  x2-x1 ) );
           }
           else if (  xt2 < xt1 )
           {
           mapxstep = -1;
           partial = (  x1>>MAPBTOFRAC )&(  FRACUNIT-1 );
           ystep = FixedDiv (  y2-y1,  abs(  x2-x1 ) );
           }
           else
           {
           mapxstep = 0;
           partial = FRACUNIT;
           ystep = 256*FRACUNIT;
           }
          
           yintercept = (  y1>>MAPBTOFRAC ) + FixedMul (  partial,   ystep );
          
          
           if (  yt2 > yt1 )
           {
           mapystep = 1;
           partial = FRACUNIT - (  (  y1>>MAPBTOFRAC )&(  FRACUNIT-1 ) );
           xstep = FixedDiv (  x2-x1,  abs(  y2-y1 ) );
           }
           else if (  yt2 < yt1 )
           {
           mapystep = -1;
           partial = (  y1>>MAPBTOFRAC )&(  FRACUNIT-1 );
           xstep = FixedDiv (  x2-x1,  abs(  y2-y1 ) );
           }
           else
           {
           mapystep = 0;
           partial = FRACUNIT;
           xstep = 256*FRACUNIT;
           }
           xintercept = (  x1>>MAPBTOFRAC ) + FixedMul (  partial,   xstep );
          
           // Step through map blocks.
           // Count is present to prevent a round off error
           // from skipping the break.
           mapx = xt1;
           mapy = yt1;
          
           for (  count = 0 ; count < 64 ; count++ )
           {
           if (  flags & PT_ADDLINES )
           {
           if (  !P_BlockLinesIterator (  mapx,   mapy,  PIT_AddLineIntercepts ) )
           return false; // early out
           }
          
           if (  flags & PT_ADDTHINGS )
           {
           if (  !P_BlockThingsIterator (  mapx,   mapy,  PIT_AddThingIntercepts ) )
           return false; // early out
           }
          
           if (  mapx == xt2
           && mapy == yt2 )
           {
           break;
           }
          
           if (   (  yintercept >> FRACBITS ) == mapy )
           {
           yintercept += ystep;
           mapx += mapxstep;
           }
           else if (   (  xintercept >> FRACBITS ) == mapx )
           {
           xintercept += xstep;
           mapy += mapystep;
           }
          
           }
           // go through the sorted list
           return P_TraverseIntercepts (   trav,   FRACUNIT  );
          }
          
          
          

p_mobj.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Moving object handling. Spawn functions.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_mobj.c,  v 1.5 1997/02/03 22:45:12 b1 Exp $";
          
          #include "i_system.h"
          #include "z_zone.h"
          #include "m_random.h"
          
          #include "doomdef.h"
          #include "p_local.h"
          #include "sounds.h"
          
          #include "st_stuff.h"
          #include "hu_stuff.h"
          
          #include "s_sound.h"
          
          #include "doomstat.h"
          
          
      43  void G_PlayerReborn (  int player );
      44  void P_SpawnMapThing (  mapthing_t* mthing );
          
          
          //
          // P_SetMobjState
          // Returns true if the mobj is still present.
          //
          int test;
          
          boolean
      54  P_SetMobjState
          (   mobj_t* mobj,  
           statenum_t state  )
          {
           state_t* st;
          
           do
           {
           if (  state == S_NULL )
           {
           mobj->state = (  state_t * ) S_NULL;
           P_RemoveMobj (  mobj );
           return false;
           }
          
           st = &states[state];
           mobj->state = st;
           mobj->tics = st->tics;
           mobj->sprite = st->sprite;
           mobj->frame = st->frame;
          
           // Modified handling.
           // Call action functions when the state is set
           if (  st->action.acp1 )
           st->action.acp1(  mobj );
          
           state = st->nextstate;
           } while (  !mobj->tics );
          
           return true;
          }
          
          
          //
          // P_ExplodeMissile
          //
      90  void P_ExplodeMissile (  mobj_t* mo )
          {
           mo->momx = mo->momy = mo->momz = 0;
          
           P_SetMobjState (  mo,   mobjinfo[mo->type].deathstate );
          
           mo->tics -= P_Random(   )&3;
          
           if (  mo->tics < 1 )
           mo->tics = 1;
          
           mo->flags &= ~MF_MISSILE;
          
           if (  mo->info->deathsound )
           S_StartSound (  mo,   mo->info->deathsound );
          }
          
          
          //
          // P_XYMovement
          //
          #define STOPSPEED 0x1000
          #define FRICTION 0xe800
          
     114  void P_XYMovement (  mobj_t* mo )
          {
           fixed_t ptryx;
           fixed_t ptryy;
           player_t* player;
           fixed_t xmove;
           fixed_t ymove;
          
           if (  !mo->momx && !mo->momy )
           {
           if (  mo->flags & MF_SKULLFLY )
           {
           // the skull slammed into something
           mo->flags &= ~MF_SKULLFLY;
           mo->momx = mo->momy = mo->momz = 0;
          
           P_SetMobjState (  mo,   mo->info->spawnstate );
           }
           return;
           }
          
           player = mo->player;
          
           if (  mo->momx > MAXMOVE )
           mo->momx = MAXMOVE;
           else if (  mo->momx < -MAXMOVE )
           mo->momx = -MAXMOVE;
          
           if (  mo->momy > MAXMOVE )
           mo->momy = MAXMOVE;
           else if (  mo->momy < -MAXMOVE )
           mo->momy = -MAXMOVE;
          
           xmove = mo->momx;
           ymove = mo->momy;
          
           do
           {
           if (  xmove > MAXMOVE/2 || ymove > MAXMOVE/2 )
           {
           ptryx = mo->x + xmove/2;
           ptryy = mo->y + ymove/2;
           xmove >>= 1;
           ymove >>= 1;
           }
           else
           {
           ptryx = mo->x + xmove;
           ptryy = mo->y + ymove;
           xmove = ymove = 0;
           }
          
           if (  !P_TryMove (  mo,   ptryx,   ptryy ) )
           {
           // blocked move
           if (  mo->player )
           { // try to slide along it
           P_SlideMove (  mo );
           }
           else if (  mo->flags & MF_MISSILE )
           {
           // explode a missile
           if (  ceilingline &&
           ceilingline->backsector &&
           ceilingline->backsector->ceilingpic == skyflatnum )
           {
           // Hack to prevent missiles exploding
           // against the sky.
           // Does not handle sky floors.
           P_RemoveMobj (  mo );
           return;
           }
           P_ExplodeMissile (  mo );
           }
           else
           mo->momx = mo->momy = 0;
           }
           } while (  xmove || ymove );
          
           // slow down
           if (  player && player->cheats & CF_NOMOMENTUM )
           {
           // debug option for no sliding at all
           mo->momx = mo->momy = 0;
           return;
           }
          
           if (  mo->flags & (  MF_MISSILE | MF_SKULLFLY )  )
           return; // no friction for missiles ever
          
           if (  mo->z > mo->floorz )
           return; // no friction when airborne
          
           if (  mo->flags & MF_CORPSE )
           {
           // do not stop sliding
           // if halfway off a step with some momentum
           if (  mo->momx > FRACUNIT/4
           || mo->momx < -FRACUNIT/4
           || mo->momy > FRACUNIT/4
           || mo->momy < -FRACUNIT/4 )
           {
           if (  mo->floorz != mo->subsector->sector->floorheight )
           return;
           }
           }
          
           if (  mo->momx > -STOPSPEED
           && mo->momx < STOPSPEED
           && mo->momy > -STOPSPEED
           && mo->momy < STOPSPEED
           && (  !player
           || (  player->cmd.forwardmove== 0
           && player->cmd.sidemove == 0  )  )  )
           {
           // if in a walking frame,   stop moving
           if (   player&&(  unsigned )(  (  player->mo->state - states )- S_PLAY_RUN1 ) < 4 )
           P_SetMobjState (  player->mo,   S_PLAY );
          
           mo->momx = 0;
           mo->momy = 0;
           }
           else
           {
           mo->momx = FixedMul (  mo->momx,   FRICTION );
           mo->momy = FixedMul (  mo->momy,   FRICTION );
           }
          }
          
          //
          // P_ZMovement
          //
     246  void P_ZMovement (  mobj_t* mo )
          {
           fixed_t dist;
           fixed_t delta;
          
           // check for smooth step up
           if (  mo->player && mo->z < mo->floorz )
           {
           mo->player->viewheight -= mo->floorz-mo->z;
          
           mo->player->deltaviewheight
           = (  VIEWHEIGHT - mo->player->viewheight )>>3;
           }
          
           // adjust height
           mo->z += mo->momz;
          
           if (   mo->flags & MF_FLOAT
           && mo->target )
           {
           // float down towards target if too close
           if (   !(  mo->flags & MF_SKULLFLY )
           && !(  mo->flags & MF_INFLOAT )  )
           {
           dist = P_AproxDistance (  mo->x - mo->target->x,  
           mo->y - mo->target->y );
          
           delta =(  mo->target->z + (  mo->height>>1 ) ) - mo->z;
          
           if (  delta<0 && dist < -(  delta*3 )  )
           mo->z -= FLOATSPEED;
           else if (  delta>0 && dist < (  delta*3 )  )
           mo->z += FLOATSPEED;
           }
          
           }
          
           // clip movement
           if (  mo->z <= mo->floorz )
           {
           // hit the floor
          
           // Note (  id ):
           // somebody left this after the setting momz to 0,  
           // kinda useless there.
           if (  mo->flags & MF_SKULLFLY )
           {
           // the skull slammed into something
           mo->momz = -mo->momz;
           }
          
           if (  mo->momz < 0 )
           {
           if (  mo->player
           && mo->momz < -GRAVITY*8 )
           {
           // Squat down.
           // Decrease viewheight for a moment
           // after hitting the ground (  hard ),  
           // and utter appropriate sound.
           mo->player->deltaviewheight = mo->momz>>3;
           S_StartSound (  mo,   sfx_oof );
           }
           mo->momz = 0;
           }
           mo->z = mo->floorz;
          
           if (   (  mo->flags & MF_MISSILE )
           && !(  mo->flags & MF_NOCLIP )  )
           {
           P_ExplodeMissile (  mo );
           return;
           }
           }
           else if (  ! (  mo->flags & MF_NOGRAVITY )  )
           {
           if (  mo->momz == 0 )
           mo->momz = -GRAVITY*2;
           else
           mo->momz -= GRAVITY;
           }
          
           if (  mo->z + mo->height > mo->ceilingz )
           {
           // hit the ceiling
           if (  mo->momz > 0 )
           mo->momz = 0;
           {
           mo->z = mo->ceilingz - mo->height;
           }
          
           if (  mo->flags & MF_SKULLFLY )
           { // the skull slammed into something
           mo->momz = -mo->momz;
           }
          
           if (   (  mo->flags & MF_MISSILE )
           && !(  mo->flags & MF_NOCLIP )  )
           {
           P_ExplodeMissile (  mo );
           return;
           }
           }
          }
          
          
          
          //
          // P_NightmareRespawn
          //
          void
     357  P_NightmareRespawn (  mobj_t* mobj )
          {
           fixed_t x;
           fixed_t y;
           fixed_t z;
           subsector_t* ss;
           mobj_t* mo;
           mapthing_t* mthing;
          
           x = mobj->spawnpoint.x << FRACBITS;
           y = mobj->spawnpoint.y << FRACBITS;
          
           // somthing is occupying it's position?
           if (  !P_CheckPosition (  mobj,   x,   y )  )
           return; // no respwan
          
           // spawn a teleport fog at old spot
           // because of removal of the body?
           mo = P_SpawnMobj (  mobj->x,  
           mobj->y,  
           mobj->subsector->sector->floorheight ,   MT_TFOG );
           // initiate teleport sound
           S_StartSound (  mo,   sfx_telept );
          
           // spawn a teleport fog at the new spot
           ss = R_PointInSubsector (  x,  y );
          
           mo = P_SpawnMobj (  x,   y,   ss->sector->floorheight ,   MT_TFOG );
          
           S_StartSound (  mo,   sfx_telept );
          
           // spawn the new monster
           mthing = &mobj->spawnpoint;
          
           // spawn it
           if (  mobj->info->flags & MF_SPAWNCEILING )
           z = ONCEILINGZ;
           else
           z = ONFLOORZ;
          
           // inherit attributes from deceased one
           mo = P_SpawnMobj (  x,  y,  z,   mobj->type );
           mo->spawnpoint = mobj->spawnpoint;
           mo->angle = ANG45 * (  mthing->angle/45 );
          
           if (  mthing->options & MTF_AMBUSH )
           mo->flags |= MF_AMBUSH;
          
           mo->reactiontime = 18;
          
           // remove the old monster,  
           P_RemoveMobj (  mobj );
          }
          
          
          //
          // P_MobjThinker
          //
     415  void P_MobjThinker (  mobj_t* mobj )
          {
           // momentum movement
           if (  mobj->momx
           || mobj->momy
           || (  mobj->flags&MF_SKULLFLY )  )
           {
           P_XYMovement (  mobj );
          
           // FIXME: decent NOP/NULL/Nil function pointer please.
           if (  mobj->thinker.function.acv == (  actionf_v ) (  -1 ) )
           return; // mobj was removed
           }
           if (   (  mobj->z != mobj->floorz )
           || mobj->momz  )
           {
           P_ZMovement (  mobj );
          
           // FIXME: decent NOP/NULL/Nil function pointer please.
           if (  mobj->thinker.function.acv == (  actionf_v ) (  -1 ) )
           return; // mobj was removed
           }
          
          
           // cycle through states,  
           // calling action functions at transitions
           if (  mobj->tics != -1 )
           {
           mobj->tics--;
          
           // you can cycle through multiple states in a tic
           if (  !mobj->tics )
           if (  !P_SetMobjState (  mobj,   mobj->state->nextstate )  )
           return; // freed itself
           }
           else
           {
           // check for nightmare respawn
           if (  ! (  mobj->flags & MF_COUNTKILL )  )
           return;
          
           if (  !respawnmonsters )
           return;
          
           mobj->movecount++;
          
           if (  mobj->movecount < 12*35 )
           return;
          
           if (   leveltime&31  )
           return;
          
           if (  P_Random (   ) > 4 )
           return;
          
           P_NightmareRespawn (  mobj );
           }
          
          }
          
          
          //
          // P_SpawnMobj
          //
          mobj_t*
     480  P_SpawnMobj
          (   fixed_t x,  
           fixed_t y,  
           fixed_t z,  
           mobjtype_t type  )
          {
           mobj_t* mobj;
           state_t* st;
           mobjinfo_t* info;
          
           mobj = Z_Malloc (  sizeof(  *mobj ),   PU_LEVEL,   NULL );
           memset (  mobj,   0,   sizeof (  *mobj ) );
           info = &mobjinfo[type];
          
           mobj->type = type;
           mobj->info = info;
           mobj->x = x;
           mobj->y = y;
           mobj->radius = info->radius;
           mobj->height = info->height;
           mobj->flags = info->flags;
           mobj->health = info->spawnhealth;
          
           if (  gameskill != sk_nightmare )
           mobj->reactiontime = info->reactiontime;
          
           mobj->lastlook = P_Random (   ) % MAXPLAYERS;
           // do not set the state with P_SetMobjState,  
           // because action routines can not be called yet
           st = &states[info->spawnstate];
          
           mobj->state = st;
           mobj->tics = st->tics;
           mobj->sprite = st->sprite;
           mobj->frame = st->frame;
          
           // set subsector and/or block links
           P_SetThingPosition (  mobj );
          
           mobj->floorz = mobj->subsector->sector->floorheight;
           mobj->ceilingz = mobj->subsector->sector->ceilingheight;
          
           if (  z == ONFLOORZ )
           mobj->z = mobj->floorz;
           else if (  z == ONCEILINGZ )
           mobj->z = mobj->ceilingz - mobj->info->height;
           else
           mobj->z = z;
          
           mobj->thinker.function.acp1 = (  actionf_p1 )P_MobjThinker;
          
           P_AddThinker (  &mobj->thinker );
          
           return mobj;
          }
          
          
          //
          // P_RemoveMobj
          //
          mapthing_t itemrespawnque[ITEMQUESIZE];
          int itemrespawntime[ITEMQUESIZE];
          int iquehead;
          int iquetail;
          
          
     546  void P_RemoveMobj (  mobj_t* mobj )
          {
           if (  (  mobj->flags & MF_SPECIAL )
           && !(  mobj->flags & MF_DROPPED )
           && (  mobj->type != MT_INV )
           && (  mobj->type != MT_INS ) )
           {
           itemrespawnque[iquehead] = mobj->spawnpoint;
           itemrespawntime[iquehead] = leveltime;
           iquehead = (  iquehead+1 )&(  ITEMQUESIZE-1 );
          
           // lose one off the end?
           if (  iquehead == iquetail )
           iquetail = (  iquetail+1 )&(  ITEMQUESIZE-1 );
           }
          
           // unlink from sector and block lists
           P_UnsetThingPosition (  mobj );
          
           // stop any playing sound
           S_StopSound (  mobj );
          
           // free block
           P_RemoveThinker (  (  thinker_t* )mobj );
          }
          
          
          
          
          //
          // P_RespawnSpecials
          //
     578  void P_RespawnSpecials (  void )
          {
           fixed_t x;
           fixed_t y;
           fixed_t z;
          
           subsector_t* ss;
           mobj_t* mo;
           mapthing_t* mthing;
          
           int i;
          
           // only respawn items in deathmatch
           if (  deathmatch != 2 )
           return; //
          
           // nothing left to respawn?
           if (  iquehead == iquetail )
           return;
          
           // wait at least 30 seconds
           if (  leveltime - itemrespawntime[iquetail] < 30*35 )
           return;
          
           mthing = &itemrespawnque[iquetail];
          
           x = mthing->x << FRACBITS;
           y = mthing->y << FRACBITS;
          
           // spawn a teleport fog at the new spot
           ss = R_PointInSubsector (  x,  y );
           mo = P_SpawnMobj (  x,   y,   ss->sector->floorheight ,   MT_IFOG );
           S_StartSound (  mo,   sfx_itmbk );
          
           // find which type to spawn
           for (  i=0 ; i< NUMMOBJTYPES ; i++ )
           {
           if (  mthing->type == mobjinfo[i].doomednum )
           break;
           }
          
           // spawn it
           if (  mobjinfo[i].flags & MF_SPAWNCEILING )
           z = ONCEILINGZ;
           else
           z = ONFLOORZ;
          
           mo = P_SpawnMobj (  x,  y,  z,   i );
           mo->spawnpoint = *mthing;
           mo->angle = ANG45 * (  mthing->angle/45 );
          
           // pull it from the que
           iquetail = (  iquetail+1 )&(  ITEMQUESIZE-1 );
          }
          
          
          
          
          //
          // P_SpawnPlayer
          // Called when a player is spawned on the level.
          // Most of the player structure stays unchanged
          // between levels.
          //
     642  void P_SpawnPlayer (  mapthing_t* mthing )
          {
           player_t* p;
           fixed_t x;
           fixed_t y;
           fixed_t z;
          
           mobj_t* mobj;
          
           int i;
          
           // not playing?
           if (  !playeringame[mthing->type-1] )
           return;
          
           p = &players[mthing->type-1];
          
           if (  p->playerstate == PST_REBORN )
           G_PlayerReborn (  mthing->type-1 );
          
           x = mthing->x << FRACBITS;
           y = mthing->y << FRACBITS;
           z = ONFLOORZ;
           mobj = P_SpawnMobj (  x,  y,  z,   MT_PLAYER );
          
           // set color translations for player sprites
           if (  mthing->type > 1 )
           mobj->flags |= (  mthing->type-1 )<<MF_TRANSSHIFT;
          
           mobj->angle = ANG45 * (  mthing->angle/45 );
           mobj->player = p;
           mobj->health = p->health;
          
           p->mo = mobj;
           p->playerstate = PST_LIVE;
           p->refire = 0;
           p->message = NULL;
           p->damagecount = 0;
           p->bonuscount = 0;
           p->extralight = 0;
           p->fixedcolormap = 0;
           p->viewheight = VIEWHEIGHT;
          
           // setup gun psprite
           P_SetupPsprites (  p );
          
           // give all cards in death match mode
           if (  deathmatch )
           for (  i=0 ; i<NUMCARDS ; i++ )
           p->cards[i] = true;
          
           if (  mthing->type-1 == consoleplayer )
           {
           // wake up the status bar
           ST_Start (   );
           // wake up the heads up text
           HU_Start (   );
           }
          }
          
          
          //
          // P_SpawnMapThing
          // The fields of the mapthing should
          // already be in host byte order.
          //
     708  void P_SpawnMapThing (  mapthing_t* mthing )
          {
           int i;
           int bit;
           mobj_t* mobj;
           fixed_t x;
           fixed_t y;
           fixed_t z;
          
           // count deathmatch start positions
           if (  mthing->type == 11 )
           {
           if (  deathmatch_p < &deathmatchstarts[10] )
           {
           memcpy (  deathmatch_p,   mthing,   sizeof(  *mthing ) );
           deathmatch_p++;
           }
           return;
           }
          
           // check for players specially
           if (  mthing->type <= 4 )
           {
           // save spots for respawning in network games
           playerstarts[mthing->type-1] = *mthing;
           if (  !deathmatch )
           P_SpawnPlayer (  mthing );
          
           return;
           }
          
           // check for apropriate skill level
           if (  !netgame && (  mthing->options & 16 )  )
           return;
          
           if (  gameskill == sk_baby )
           bit = 1;
           else if (  gameskill == sk_nightmare )
           bit = 4;
           else
           bit = 1<<(  gameskill-1 );
          
           if (  !(  mthing->options & bit )  )
           return;
          
           // find which type to spawn
           for (  i=0 ; i< NUMMOBJTYPES ; i++ )
           if (  mthing->type == mobjinfo[i].doomednum )
           break;
          
           if (  i==NUMMOBJTYPES )
           I_Error (  "P_SpawnMapThing: Unknown type %i at (  %i,   %i )",  
           mthing->type,  
           mthing->x,   mthing->y );
          
           // don't spawn keycards and players in deathmatch
           if (  deathmatch && mobjinfo[i].flags & MF_NOTDMATCH )
           return;
          
           // don't spawn any monsters if -nomonsters
           if (  nomonsters
           && (   i == MT_SKULL
           || (  mobjinfo[i].flags & MF_COUNTKILL ) )  )
           {
           return;
           }
          
           // spawn it
           x = mthing->x << FRACBITS;
           y = mthing->y << FRACBITS;
          
           if (  mobjinfo[i].flags & MF_SPAWNCEILING )
           z = ONCEILINGZ;
           else
           z = ONFLOORZ;
          
           mobj = P_SpawnMobj (  x,  y,  z,   i );
           mobj->spawnpoint = *mthing;
          
           if (  mobj->tics > 0 )
           mobj->tics = 1 + (  P_Random (   ) % mobj->tics );
           if (  mobj->flags & MF_COUNTKILL )
           totalkills++;
           if (  mobj->flags & MF_COUNTITEM )
           totalitems++;
          
           mobj->angle = ANG45 * (  mthing->angle/45 );
           if (  mthing->options & MTF_AMBUSH )
           mobj->flags |= MF_AMBUSH;
          }
          
          
          
          //
          // GAME SPAWN FUNCTIONS
          //
          
          
          //
          // P_SpawnPuff
          //
          extern fixed_t attackrange;
          
          void
     812  P_SpawnPuff
          (   fixed_t x,  
           fixed_t y,  
           fixed_t z  )
          {
           mobj_t* th;
          
           z += (  (  P_Random(   )-P_Random(   ) )<<10 );
          
           th = P_SpawnMobj (  x,  y,  z,   MT_PUFF );
           th->momz = FRACUNIT;
           th->tics -= P_Random(   )&3;
          
           if (  th->tics < 1 )
           th->tics = 1;
          
           // don't make punches spark on the wall
           if (  attackrange == MELEERANGE )
           P_SetMobjState (  th,   S_PUFF3 );
          }
          
          
          
          //
          // P_SpawnBlood
          //
          void
     839  P_SpawnBlood
          (   fixed_t x,  
           fixed_t y,  
           fixed_t z,  
           int damage  )
          {
           mobj_t* th;
          
           z += (  (  P_Random(   )-P_Random(   ) )<<10 );
           th = P_SpawnMobj (  x,  y,  z,   MT_BLOOD );
           th->momz = FRACUNIT*2;
           th->tics -= P_Random(   )&3;
          
           if (  th->tics < 1 )
           th->tics = 1;
          
           if (  damage <= 12 && damage >= 9 )
           P_SetMobjState (  th,  S_BLOOD2 );
           else if (  damage < 9 )
           P_SetMobjState (  th,  S_BLOOD3 );
          }
          
          
          
          //
          // P_CheckMissileSpawn
          // Moves the missile forward a bit
          // and possibly explodes it right there.
          //
     868  void P_CheckMissileSpawn (  mobj_t* th )
          {
           th->tics -= P_Random(   )&3;
           if (  th->tics < 1 )
           th->tics = 1;
          
           // move a little forward so an angle can
           // be computed if it immediately explodes
           th->x += (  th->momx>>1 );
           th->y += (  th->momy>>1 );
           th->z += (  th->momz>>1 );
          
           if (  !P_TryMove (  th,   th->x,   th->y ) )
           P_ExplodeMissile (  th );
          }
          
          
          //
          // P_SpawnMissile
          //
          mobj_t*
     889  P_SpawnMissile
          (   mobj_t* source,  
           mobj_t* dest,  
           mobjtype_t type  )
          {
           mobj_t* th;
           angle_t an;
           int dist;
          
           th = P_SpawnMobj (  source->x,  
           source->y,  
           source->z + 4*8*FRACUNIT,   type );
          
           if (  th->info->seesound )
           S_StartSound (  th,   th->info->seesound );
          
           th->target = source; // where it came from
           an = R_PointToAngle2 (  source->x,   source->y,   dest->x,   dest->y );
          
           // fuzzy player
           if (  dest->flags & MF_SHADOW )
           an += (  P_Random(   )-P_Random(   ) )<<20;
          
           th->angle = an;
           an >>= ANGLETOFINESHIFT;
           th->momx = FixedMul (  th->info->speed,   finecosine[an] );
           th->momy = FixedMul (  th->info->speed,   finesine[an] );
          
           dist = P_AproxDistance (  dest->x - source->x,   dest->y - source->y );
           dist = dist / th->info->speed;
          
           if (  dist < 1 )
           dist = 1;
          
           th->momz = (  dest->z - source->z ) / dist;
           P_CheckMissileSpawn (  th );
          
           return th;
          }
          
          
          //
          // P_SpawnPlayerMissile
          // Tries to aim at a nearby monster
          //
          void
     935  P_SpawnPlayerMissile
          (   mobj_t* source,  
           mobjtype_t type  )
          {
           mobj_t* th;
           angle_t an;
          
           fixed_t x;
           fixed_t y;
           fixed_t z;
           fixed_t slope;
          
           // see which target is to be aimed at
           an = source->angle;
           slope = P_AimLineAttack (  source,   an,   16*64*FRACUNIT );
          
           if (  !linetarget )
           {
           an += 1<<26;
           slope = P_AimLineAttack (  source,   an,   16*64*FRACUNIT );
          
           if (  !linetarget )
           {
           an -= 2<<26;
           slope = P_AimLineAttack (  source,   an,   16*64*FRACUNIT );
           }
          
           if (  !linetarget )
           {
           an = source->angle;
           slope = 0;
           }
           }
          
           x = source->x;
           y = source->y;
           z = source->z + 4*8*FRACUNIT;
          
           th = P_SpawnMobj (  x,  y,  z,   type );
          
           if (  th->info->seesound )
           S_StartSound (  th,   th->info->seesound );
          
           th->target = source;
           th->angle = an;
           th->momx = FixedMul(   th->info->speed,  
           finecosine[an>>ANGLETOFINESHIFT] );
           th->momy = FixedMul(   th->info->speed,  
           finesine[an>>ANGLETOFINESHIFT] );
           th->momz = FixedMul(   th->info->speed,   slope );
          
           P_CheckMissileSpawn (  th );
          }
          

p_mobj.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Map Objects,   MObj,   definition and handling.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __P_MOBJ__
          #define __P_MOBJ__
          
          // Basics.
          #include "tables.h"
          #include "m_fixed.h"
          
          // We need the thinker_t stuff.
          #include "d_think.h"
          
          // We need the WAD data structure for Map things,  
          // from the THINGS lump.
          #include "doomdata.h"
          
          // States are tied to finite states are
          // tied to animation frames.
          // Needs precompiled tables/data structures.
          #include "info.h"
          
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          
          //
          // NOTES: mobj_t
          //
          // mobj_ts are used to tell the refresh where to draw an image,  
          // tell the world simulation when objects are contacted,  
          // and tell the sound driver how to position a sound.
          //
          // The refresh uses the next and prev links to follow
          // lists of things in sectors as they are being drawn.
          // The sprite,   frame,   and angle elements determine which patch_t
          // is used to draw the sprite if it is visible.
          // The sprite and frame values are allmost allways set
          // from state_t structures.
          // The statescr.exe utility generates the states.h and states.c
          // files that contain the sprite/frame numbers from the
          // statescr.txt source file.
          // The xyz origin point represents a point at the bottom middle
          // of the sprite (  between the feet of a biped ).
          // This is the default origin position for patch_ts grabbed
          // with lumpy.exe.
          // A walking creature will have its z equal to the floor
          // it is standing on.
          //
          // The sound code uses the x,  y,   and subsector fields
          // to do stereo positioning of any sound effited by the mobj_t.
          //
          // The play simulation uses the blocklinks,   x,  y,  z,   radius,   height
          // to determine when mobj_ts are touching each other,  
          // touching lines in the map,   or hit by trace lines (  gunshots,  
          // lines of sight,   etc ).
          // The mobj_t->flags element has various bit flags
          // used by the simulation.
          //
          // Every mobj_t is linked into a single sector
          // based on its origin coordinates.
          // The subsector_t is found with R_PointInSubsector(  x,  y ),  
          // and the sector_t can be found with subsector->sector.
          // The sector links are only used by the rendering code,  
          // the play simulation does not care about them at all.
          //
          // Any mobj_t that needs to be acted upon by something else
          // in the play world (  block movement,   be shot,   etc ) will also
          // need to be linked into the blockmap.
          // If the thing has the MF_NOBLOCK flag set,   it will not use
          // the block links. It can still interact with other things,  
          // but only as the instigator (  missiles will run into other
          // things,   but nothing can run into a missile ).
          // Each block in the grid is 128*128 units,   and knows about
          // every line_t that it contains a piece of,   and every
          // interactable mobj_t that has its origin contained.
          //
          // A valid mobj_t is a mobj_t that has the proper subsector_t
          // filled in for its xy coordinates and is linked into the
          // sector from which the subsector was made,   or has the
          // MF_NOSECTOR flag set (  the subsector_t needs to be valid
          // even if MF_NOSECTOR is set ),   and is linked into a blockmap
          // block or has the MF_NOBLOCKMAP flag set.
          // Links should only be modified by the P_[Un]SetThingPosition(   )
          // functions.
          // Do not change the MF_NO? flags while a thing is valid.
          //
          // Any questions?
          //
          
          //
          // Misc. mobj flags
          //
          typedef enum
          {
           // Call P_SpecialThing when touched.
           MF_SPECIAL = 1,  
           // Blocks.
           MF_SOLID = 2,  
           // Can be hit.
           MF_SHOOTABLE = 4,  
           // Don't use the sector links (  invisible but touchable ).
           MF_NOSECTOR = 8,  
           // Don't use the blocklinks (  inert but displayable )
           MF_NOBLOCKMAP = 16,  
          
           // Not to be activated by sound,   deaf monster.
           MF_AMBUSH = 32,  
           // Will try to attack right back.
           MF_JUSTHIT = 64,  
           // Will take at least one step before attacking.
           MF_JUSTATTACKED = 128,  
           // On level spawning (  initial position ),  
           // hang from ceiling instead of stand on floor.
           MF_SPAWNCEILING = 256,  
           // Don't apply gravity (  every tic ),  
           // that is,   object will float,   keeping current height
           // or changing it actively.
           MF_NOGRAVITY = 512,  
          
           // Movement flags.
           // This allows jumps from high places.
           MF_DROPOFF = 0x400,  
           // For players,   will pick up items.
           MF_PICKUP = 0x800,  
           // Player cheat. ???
           MF_NOCLIP = 0x1000,  
           // Player: keep info about sliding along walls.
           MF_SLIDE = 0x2000,  
           // Allow moves to any height,   no gravity.
           // For active floaters,   e.g. cacodemons,   pain elementals.
           MF_FLOAT = 0x4000,  
           // Don't cross lines
           // ??? or look at heights on teleport.
           MF_TELEPORT = 0x8000,  
           // Don't hit same species,   explode on block.
           // Player missiles as well as fireballs of various kinds.
           MF_MISSILE = 0x10000,  
           // Dropped by a demon,   not level spawned.
           // E.g. ammo clips dropped by dying former humans.
           MF_DROPPED = 0x20000,  
           // Use fuzzy draw (  shadow demons or spectres ),  
           // temporary player invisibility powerup.
           MF_SHADOW = 0x40000,  
           // Flag: don't bleed when shot (  use puff ),  
           // barrels and shootable furniture shall not bleed.
           MF_NOBLOOD = 0x80000,  
           // Don't stop moving halfway off a step,  
           // that is,   have dead bodies slide down all the way.
           MF_CORPSE = 0x100000,  
           // Floating to a height for a move,   ???
           // don't auto float to target's height.
           MF_INFLOAT = 0x200000,  
          
           // On kill,   count this enemy object
           // towards intermission kill total.
           // Happy gathering.
           MF_COUNTKILL = 0x400000,  
          
           // On picking up,   count this item object
           // towards intermission item total.
           MF_COUNTITEM = 0x800000,  
          
           // Special handling: skull in flight.
           // Neither a cacodemon nor a missile.
           MF_SKULLFLY = 0x1000000,  
          
           // Don't spawn this object
           // in death match mode (  e.g. key cards ).
           MF_NOTDMATCH = 0x2000000,  
          
           // Player sprites in multiplayer modes are modified
           // using an internal color lookup table for re-indexing.
           // If 0x4 0x8 or 0xc,  
           // use a translation table for player colormaps
           MF_TRANSLATION = 0xc000000,  
           // Hmm ???.
           MF_TRANSSHIFT = 26
          
          } mobjflag_t;
          
          
          // Map Object definition.
          typedef struct mobj_s
          {
           // List: thinker links.
           thinker_t thinker;
          
           // Info for drawing: position.
           fixed_t x;
           fixed_t y;
           fixed_t z;
          
           // More list: links in sector (  if needed )
           struct mobj_s* snext;
           struct mobj_s* sprev;
          
           //More drawing info: to determine current sprite.
           angle_t angle; // orientation
           spritenum_t sprite; // used to find patch_t and flip value
           int frame; // might be ORed with FF_FULLBRIGHT
          
           // Interaction info,   by BLOCKMAP.
           // Links in blocks (  if needed ).
           struct mobj_s* bnext;
           struct mobj_s* bprev;
          
           struct subsector_s* subsector;
          
           // The closest interval over all contacted Sectors.
           fixed_t floorz;
           fixed_t ceilingz;
          
           // For movement checking.
           fixed_t radius;
           fixed_t height;
          
           // Momentums,   used to update position.
           fixed_t momx;
           fixed_t momy;
           fixed_t momz;
          
           // If == validcount,   already checked.
           int validcount;
          
           mobjtype_t type;
           mobjinfo_t* info; // &mobjinfo[mobj->type]
          
           int tics; // state tic counter
           state_t* state;
           int flags;
           int health;
          
           // Movement direction,   movement generation (  zig-zagging ).
           int movedir; // 0-7
           int movecount; // when 0,   select a new dir
          
           // Thing being chased/attacked (  or NULL ),  
           // also the originator for missiles.
           struct mobj_s* target;
          
           // Reaction time: if non 0,   don't attack yet.
           // Used by player to freeze a bit after teleporting.
           int reactiontime;
          
           // If >0,   the target will be chased
           // no matter what (  even if shot )
           int threshold;
          
           // Additional info record for player avatars only.
           // Only valid if type == MT_PLAYER
           struct player_s* player;
          
           // Player number last looked for.
           int lastlook;
          
           // For nightmare respawn.
           mapthing_t spawnpoint;
          
           // Thing being chased/attacked for tracers.
           struct mobj_s* tracer;
          
          } mobj_t;
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

p_plats.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Plats (  i.e. elevator platforms ) code,   raising/lowering.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_plats.c,  v 1.5 1997/02/03 22:45:12 b1 Exp $";
          
          
          #include "i_system.h"
          #include "z_zone.h"
          #include "m_random.h"
          
          #include "doomdef.h"
          #include "p_local.h"
          
          #include "s_sound.h"
          
          // State.
          #include "doomstat.h"
          #include "r_state.h"
          
          // Data.
          #include "sounds.h"
          
          
          plat_t* activeplats[MAXPLATS];
          
          
          
          //
          // Move a plat up and down
          //
      52  void T_PlatRaise(  plat_t* plat )
          {
           result_e res;
          
           switch(  plat->status )
           {
           case up:
           res = T_MovePlane(  plat->sector,  
           plat->speed,  
           plat->high,  
           plat->crush,  0,  1 );
          
           if (  plat->type == raiseAndChange
           || plat->type == raiseToNearestAndChange )
           {
           if (  !(  leveltime&7 ) )
           S_StartSound(  (  mobj_t * )&plat->sector->soundorg,  
           sfx_stnmov );
           }
          
          
           if (  res == crushed && (  !plat->crush ) )
           {
           plat->count = plat->wait;
           plat->status = down;
           S_StartSound(  (  mobj_t * )&plat->sector->soundorg,  
           sfx_pstart );
           }
           else
           {
           if (  res == pastdest )
           {
           plat->count = plat->wait;
           plat->status = waiting;
           S_StartSound(  (  mobj_t * )&plat->sector->soundorg,  
           sfx_pstop );
          
           switch(  plat->type )
           {
           case blazeDWUS:
           case downWaitUpStay:
           P_RemoveActivePlat(  plat );
           break;
          
           case raiseAndChange:
           case raiseToNearestAndChange:
           P_RemoveActivePlat(  plat );
           break;
          
           default:
           break;
           }
           }
           }
           break;
          
           case down:
           res = T_MovePlane(  plat->sector,  plat->speed,  plat->low,  false,  0,  -1 );
          
           if (  res == pastdest )
           {
           plat->count = plat->wait;
           plat->status = waiting;
           S_StartSound(  (  mobj_t * )&plat->sector->soundorg,  sfx_pstop );
           }
           break;
          
           case waiting:
           if (  !--plat->count )
           {
           if (  plat->sector->floorheight == plat->low )
           plat->status = up;
           else
           plat->status = down;
           S_StartSound(  (  mobj_t * )&plat->sector->soundorg,  sfx_pstart );
           }
           case in_stasis:
           break;
           }
          }
          
          
          //
          // Do Platforms
          // "amount" is only used for SOME platforms.
          //
          int
     139  EV_DoPlat
          (   line_t* line,  
           plattype_e type,  
           int amount  )
          {
           plat_t* plat;
           int secnum;
           int rtn;
           sector_t* sec;
          
           secnum = -1;
           rtn = 0;
          
          
           // Activate all <type> plats that are in_stasis
           switch(  type )
           {
           case perpetualRaise:
           P_ActivateInStasis(  line->tag );
           break;
          
           default:
           break;
           }
          
           while (  (  secnum = P_FindSectorFromLineTag(  line,  secnum ) ) >= 0 )
           {
           sec = &sectors[secnum];
          
           if (  sec->specialdata )
           continue;
          
           // Find lowest & highest floors around sector
           rtn = 1;
           plat = Z_Malloc(   sizeof(  *plat ),   PU_LEVSPEC,   0 );
           P_AddThinker(  &plat->thinker );
          
           plat->type = type;
           plat->sector = sec;
           plat->sector->specialdata = plat;
           plat->thinker.function.acp1 = (  actionf_p1 ) T_PlatRaise;
           plat->crush = false;
           plat->tag = line->tag;
          
           switch(  type )
           {
           case raiseToNearestAndChange:
           plat->speed = PLATSPEED/2;
           sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
           plat->high = P_FindNextHighestFloor(  sec,  sec->floorheight );
           plat->wait = 0;
           plat->status = up;
           // NO MORE DAMAGE,   IF APPLICABLE
           sec->special = 0;
          
           S_StartSound(  (  mobj_t * )&sec->soundorg,  sfx_stnmov );
           break;
          
           case raiseAndChange:
           plat->speed = PLATSPEED/2;
           sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
           plat->high = sec->floorheight + amount*FRACUNIT;
           plat->wait = 0;
           plat->status = up;
          
           S_StartSound(  (  mobj_t * )&sec->soundorg,  sfx_stnmov );
           break;
          
           case downWaitUpStay:
           plat->speed = PLATSPEED * 4;
           plat->low = P_FindLowestFloorSurrounding(  sec );
          
           if (  plat->low > sec->floorheight )
           plat->low = sec->floorheight;
          
           plat->high = sec->floorheight;
           plat->wait = 35*PLATWAIT;
           plat->status = down;
           S_StartSound(  (  mobj_t * )&sec->soundorg,  sfx_pstart );
           break;
          
           case blazeDWUS:
           plat->speed = PLATSPEED * 8;
           plat->low = P_FindLowestFloorSurrounding(  sec );
          
           if (  plat->low > sec->floorheight )
           plat->low = sec->floorheight;
          
           plat->high = sec->floorheight;
           plat->wait = 35*PLATWAIT;
           plat->status = down;
           S_StartSound(  (  mobj_t * )&sec->soundorg,  sfx_pstart );
           break;
          
           case perpetualRaise:
           plat->speed = PLATSPEED;
           plat->low = P_FindLowestFloorSurrounding(  sec );
          
           if (  plat->low > sec->floorheight )
           plat->low = sec->floorheight;
          
           plat->high = P_FindHighestFloorSurrounding(  sec );
          
           if (  plat->high < sec->floorheight )
           plat->high = sec->floorheight;
          
           plat->wait = 35*PLATWAIT;
           plat->status = P_Random(   )&1;
          
           S_StartSound(  (  mobj_t * )&sec->soundorg,  sfx_pstart );
           break;
           }
           P_AddActivePlat(  plat );
           }
           return rtn;
          }
          
          
          
     258  void P_ActivateInStasis(  int tag )
          {
           int i;
          
           for (  i = 0;i < MAXPLATS;i++ )
           if (  activeplats[i]
           && (  activeplats[i] )->tag == tag
           && (  activeplats[i] )->status == in_stasis )
           {
           (  activeplats[i] )->status = (  activeplats[i] )->oldstatus;
           (  activeplats[i] )->thinker.function.acp1
           = (  actionf_p1 ) T_PlatRaise;
           }
          }
          
     273  void EV_StopPlat(  line_t* line )
          {
           int j;
          
           for (  j = 0;j < MAXPLATS;j++ )
           if (  activeplats[j]
           && (  (  activeplats[j] )->status != in_stasis )
           && (  (  activeplats[j] )->tag == line->tag ) )
           {
           (  activeplats[j] )->oldstatus = (  activeplats[j] )->status;
           (  activeplats[j] )->status = in_stasis;
           (  activeplats[j] )->thinker.function.acv = (  actionf_v )NULL;
           }
          }
          
     288  void P_AddActivePlat(  plat_t* plat )
          {
           int i;
          
           for (  i = 0;i < MAXPLATS;i++ )
           if (  activeplats[i] == NULL )
           {
           activeplats[i] = plat;
           return;
           }
           I_Error (  "P_AddActivePlat: no more plats!" );
          }
          
     301  void P_RemoveActivePlat(  plat_t* plat )
          {
           int i;
           for (  i = 0;i < MAXPLATS;i++ )
           if (  plat == activeplats[i] )
           {
           (  activeplats[i] )->sector->specialdata = NULL;
           P_RemoveThinker(  &(  activeplats[i] )->thinker );
           activeplats[i] = NULL;
          
           return;
           }
           I_Error (  "P_RemoveActivePlat: can't find plat!" );
          }

p_pspr.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Weapon sprite animation,   weapon objects.
          // Action functions for weapons.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_pspr.c,  v 1.5 1997/02/03 22:45:12 b1 Exp $";
          
          #include "doomdef.h"
          #include "d_event.h"
          
          
          #include "m_random.h"
          #include "p_local.h"
          #include "s_sound.h"
          
          // State.
          #include "doomstat.h"
          
          // Data.
          #include "sounds.h"
          
          #include "p_pspr.h"
          
          #define LOWERSPEED FRACUNIT*6
          #define RAISESPEED FRACUNIT*6
          
          #define WEAPONBOTTOM 128*FRACUNIT
          #define WEAPONTOP 32*FRACUNIT
          
          
          // plasma cells for a bfg attack
          #define BFGCELLS 40
          
          
          //
          // P_SetPsprite
          //
          void
      59  P_SetPsprite
          (   player_t* player,  
           int position,  
           statenum_t stnum  )
          {
           pspdef_t* psp;
           state_t* state;
          
           psp = &player->psprites[position];
          
           do
           {
           if (  !stnum )
           {
           // object removed itself
           psp->state = NULL;
           break;
           }
          
           state = &states[stnum];
           psp->state = state;
           psp->tics = state->tics; // could be 0
          
           if (  state->misc1 )
           {
           // coordinate set
           psp->sx = state->misc1 << FRACBITS;
           psp->sy = state->misc2 << FRACBITS;
           }
          
           // Call action routine.
           // Modified handling.
           if (  state->action.acp2 )
           {
           state->action.acp2(  player,   psp );
           if (  !psp->state )
           break;
           }
          
           stnum = psp->state->nextstate;
          
           } while (  !psp->tics );
           // an initial state of 0 could cycle through
          }
          
          
          
          //
          // P_CalcSwing
          //
          fixed_t swingx;
          fixed_t swingy;
          
     112  void P_CalcSwing (  player_t* player )
          {
           fixed_t swing;
           int angle;
          
           // OPTIMIZE: tablify this.
           // A LUT would allow for different modes,  
           // and add flexibility.
          
           swing = player->bob;
          
           angle = (  FINEANGLES/70*leveltime )&FINEMASK;
           swingx = FixedMul (   swing,   finesine[angle] );
          
           angle = (  FINEANGLES/70*leveltime+FINEANGLES/2 )&FINEMASK;
           swingy = -FixedMul (   swingx,   finesine[angle] );
          }
          
          
          
          //
          // P_BringUpWeapon
          // Starts bringing the pending weapon up
          // from the bottom of the screen.
          // Uses player
          //
     138  void P_BringUpWeapon (  player_t* player )
          {
           statenum_t newstate;
          
           if (  player->pendingweapon == wp_nochange )
           player->pendingweapon = player->readyweapon;
          
           if (  player->pendingweapon == wp_chainsaw )
           S_StartSound (  player->mo,   sfx_sawup );
          
           newstate = weaponinfo[player->pendingweapon].upstate;
          
           player->pendingweapon = wp_nochange;
           player->psprites[ps_weapon].sy = WEAPONBOTTOM;
          
           P_SetPsprite (  player,   ps_weapon,   newstate );
          }
          
          //
          // P_CheckAmmo
          // Returns true if there is enough ammo to shoot.
          // If not,   selects the next weapon to use.
          //
     161  boolean P_CheckAmmo (  player_t* player )
          {
           ammotype_t ammo;
           int count;
          
           ammo = weaponinfo[player->readyweapon].ammo;
          
           // Minimal amount for one shot varies.
           if (  player->readyweapon == wp_bfg )
           count = BFGCELLS;
           else if (  player->readyweapon == wp_supershotgun )
           count = 2; // Double barrel.
           else
           count = 1; // Regular.
          
           // Some do not need ammunition anyway.
           // Return if current ammunition sufficient.
           if (  ammo == am_noammo || player->ammo[ammo] >= count )
           return true;
          
           // Out of ammo,   pick a weapon to change to.
           // Preferences are set here.
           do
           {
           if (  player->weaponowned[wp_plasma]
           && player->ammo[am_cell]
           && (  gamemode != shareware )  )
           {
           player->pendingweapon = wp_plasma;
           }
           else if (  player->weaponowned[wp_supershotgun]
           && player->ammo[am_shell]>2
           && (  gamemode == commercial )  )
           {
           player->pendingweapon = wp_supershotgun;
           }
           else if (  player->weaponowned[wp_chaingun]
           && player->ammo[am_clip] )
           {
           player->pendingweapon = wp_chaingun;
           }
           else if (  player->weaponowned[wp_shotgun]
           && player->ammo[am_shell] )
           {
           player->pendingweapon = wp_shotgun;
           }
           else if (  player->ammo[am_clip] )
           {
           player->pendingweapon = wp_pistol;
           }
           else if (  player->weaponowned[wp_chainsaw] )
           {
           player->pendingweapon = wp_chainsaw;
           }
           else if (  player->weaponowned[wp_missile]
           && player->ammo[am_misl] )
           {
           player->pendingweapon = wp_missile;
           }
           else if (  player->weaponowned[wp_bfg]
           && player->ammo[am_cell]>40
           && (  gamemode != shareware )  )
           {
           player->pendingweapon = wp_bfg;
           }
           else
           {
           // If everything fails.
           player->pendingweapon = wp_fist;
           }
          
           } while (  player->pendingweapon == wp_nochange );
          
           // Now set appropriate weapon overlay.
           P_SetPsprite (  player,  
           ps_weapon,  
           weaponinfo[player->readyweapon].downstate );
          
           return false;
          }
          
          
          //
          // P_FireWeapon.
          //
     246  void P_FireWeapon (  player_t* player )
          {
           statenum_t newstate;
          
           if (  !P_CheckAmmo (  player ) )
           return;
          
           P_SetMobjState (  player->mo,   S_PLAY_ATK1 );
           newstate = weaponinfo[player->readyweapon].atkstate;
           P_SetPsprite (  player,   ps_weapon,   newstate );
           P_NoiseAlert (  player->mo,   player->mo );
          }
          
          
          
          //
          // P_DropWeapon
          // Player died,   so put the weapon away.
          //
     265  void P_DropWeapon (  player_t* player )
          {
           P_SetPsprite (  player,  
           ps_weapon,  
           weaponinfo[player->readyweapon].downstate );
          }
          
          
          
          //
          // A_WeaponReady
          // The player can fire the weapon
          // or change to another weapon at this time.
          // Follows after getting weapon up,  
          // or after previous attack/fire sequence.
          //
          void
     282  A_WeaponReady
          (   player_t* player,  
           pspdef_t* psp  )
          {
           statenum_t newstate;
           int angle;
          
           // get out of attack state
           if (  player->mo->state == &states[S_PLAY_ATK1]
           || player->mo->state == &states[S_PLAY_ATK2]  )
           {
           P_SetMobjState (  player->mo,   S_PLAY );
           }
          
           if (  player->readyweapon == wp_chainsaw
           && psp->state == &states[S_SAW] )
           {
           S_StartSound (  player->mo,   sfx_sawidl );
           }
          
           // check for change
           // if player is dead,   put the weapon away
           if (  player->pendingweapon != wp_nochange || !player->health )
           {
           // change weapon
           // (  pending weapon should allready be validated )
           newstate = weaponinfo[player->readyweapon].downstate;
           P_SetPsprite (  player,   ps_weapon,   newstate );
           return;
           }
          
           // check for fire
           // the missile launcher and bfg do not auto fire
           if (  player->cmd.buttons & BT_ATTACK )
           {
           if (   !player->attackdown
           || (  player->readyweapon != wp_missile
           && player->readyweapon != wp_bfg )  )
           {
           player->attackdown = true;
           P_FireWeapon (  player );
           return;
           }
           }
           else
           player->attackdown = false;
          
           // bob the weapon based on movement speed
           angle = (  128*leveltime )&FINEMASK;
           psp->sx = FRACUNIT + FixedMul (  player->bob,   finecosine[angle] );
           angle &= FINEANGLES/2-1;
           psp->sy = WEAPONTOP + FixedMul (  player->bob,   finesine[angle] );
          }
          
          
          
          //
          // A_ReFire
          // The player can re-fire the weapon
          // without lowering it entirely.
          //
     343  void A_ReFire
          (   player_t* player,  
           pspdef_t* psp  )
          {
          
           // check for fire
           // (  if a weaponchange is pending,   let it go through instead )
           if (   (  player->cmd.buttons & BT_ATTACK )
           && player->pendingweapon == wp_nochange
           && player->health )
           {
           player->refire++;
           P_FireWeapon (  player );
           }
           else
           {
           player->refire = 0;
           P_CheckAmmo (  player );
           }
          }
          
          
          void
     366  A_CheckReload
          (   player_t* player,  
           pspdef_t* psp  )
          {
           P_CheckAmmo (  player );
          #if 0
           if (  player->ammo[am_shell]<2 )
           P_SetPsprite (  player,   ps_weapon,   S_DSNR1 );
          #endif
          }
          
          
          
          //
          // A_Lower
          // Lowers current weapon,  
          // and changes weapon at bottom.
          //
          void
     385  A_Lower
          (   player_t* player,  
           pspdef_t* psp  )
          {
           psp->sy += LOWERSPEED;
          
           // Is already down.
           if (  psp->sy < WEAPONBOTTOM  )
           return;
          
           // Player is dead.
           if (  player->playerstate == PST_DEAD )
           {
           psp->sy = WEAPONBOTTOM;
          
           // don't bring weapon back up
           return;
           }
          
           // The old weapon has been lowered off the screen,  
           // so change the weapon and start raising it
           if (  !player->health )
           {
           // Player is dead,   so keep the weapon off screen.
           P_SetPsprite (  player,   ps_weapon,   S_NULL );
           return;
           }
          
           player->readyweapon = player->pendingweapon;
          
           P_BringUpWeapon (  player );
          }
          
          
          //
          // A_Raise
          //
          void
     423  A_Raise
          (   player_t* player,  
           pspdef_t* psp  )
          {
           statenum_t newstate;
          
           psp->sy -= RAISESPEED;
          
           if (  psp->sy > WEAPONTOP  )
           return;
          
           psp->sy = WEAPONTOP;
          
           // The weapon has been raised all the way,  
           // so change to the ready state.
           newstate = weaponinfo[player->readyweapon].readystate;
          
           P_SetPsprite (  player,   ps_weapon,   newstate );
          }
          
          
          
          //
          // A_GunFlash
          //
          void
     449  A_GunFlash
          (   player_t* player,  
           pspdef_t* psp  )
          {
           P_SetMobjState (  player->mo,   S_PLAY_ATK2 );
           P_SetPsprite (  player,  ps_flash,  weaponinfo[player->readyweapon].flashstate );
          }
          
          
          
          //
          // WEAPON ATTACKS
          //
          
          
          //
          // A_Punch
          //
          void
     468  A_Punch
          (   player_t* player,  
           pspdef_t* psp  )
          {
           angle_t angle;
           int damage;
           int slope;
          
           damage = (  P_Random (   )%10+1 )<<1;
          
           if (  player->powers[pw_strength] )
           damage *= 10;
          
           angle = player->mo->angle;
           angle += (  P_Random(   )-P_Random(   ) )<<18;
           slope = P_AimLineAttack (  player->mo,   angle,   MELEERANGE );
           P_LineAttack (  player->mo,   angle,   MELEERANGE,   slope,   damage );
          
           // turn to face target
           if (  linetarget )
           {
           S_StartSound (  player->mo,   sfx_punch );
           player->mo->angle = R_PointToAngle2 (  player->mo->x,  
           player->mo->y,  
           linetarget->x,  
           linetarget->y );
           }
          }
          
          
          //
          // A_Saw
          //
          void
     502  A_Saw
          (   player_t* player,  
           pspdef_t* psp  )
          {
           angle_t angle;
           int damage;
           int slope;
          
           damage = 2*(  P_Random (   )%10+1 );
           angle = player->mo->angle;
           angle += (  P_Random(   )-P_Random(   ) )<<18;
          
           // use meleerange + 1 se the puff doesn't skip the flash
           slope = P_AimLineAttack (  player->mo,   angle,   MELEERANGE+1 );
           P_LineAttack (  player->mo,   angle,   MELEERANGE+1,   slope,   damage );
          
           if (  !linetarget )
           {
           S_StartSound (  player->mo,   sfx_sawful );
           return;
           }
           S_StartSound (  player->mo,   sfx_sawhit );
          
           // turn to face target
           angle = R_PointToAngle2 (  player->mo->x,   player->mo->y,  
           linetarget->x,   linetarget->y );
           if (  angle - player->mo->angle > ANG180 )
           {
           if (  angle - player->mo->angle < -ANG90/20 )
           player->mo->angle = angle + ANG90/21;
           else
           player->mo->angle -= ANG90/20;
           }
           else
           {
           if (  angle - player->mo->angle > ANG90/20 )
           player->mo->angle = angle - ANG90/21;
           else
           player->mo->angle += ANG90/20;
           }
           player->mo->flags |= MF_JUSTATTACKED;
          }
          
          
          
          //
          // A_FireMissile
          //
          void
     551  A_FireMissile
          (   player_t* player,  
           pspdef_t* psp  )
          {
           player->ammo[weaponinfo[player->readyweapon].ammo]--;
           P_SpawnPlayerMissile (  player->mo,   MT_ROCKET );
          }
          
          
          //
          // A_FireBFG
          //
          void
     564  A_FireBFG
          (   player_t* player,  
           pspdef_t* psp  )
          {
           player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS;
           P_SpawnPlayerMissile (  player->mo,   MT_BFG );
          }
          
          
          
          //
          // A_FirePlasma
          //
          void
     578  A_FirePlasma
          (   player_t* player,  
           pspdef_t* psp  )
          {
           player->ammo[weaponinfo[player->readyweapon].ammo]--;
          
           P_SetPsprite (  player,  
           ps_flash,  
           weaponinfo[player->readyweapon].flashstate+(  P_Random (   )&1 )  );
          
           P_SpawnPlayerMissile (  player->mo,   MT_PLASMA );
          }
          
          
          
          //
          // P_BulletSlope
          // Sets a slope so a near miss is at aproximately
          // the height of the intended target
          //
          fixed_t bulletslope;
          
          
     601  void P_BulletSlope (  mobj_t* mo )
          {
           angle_t an;
          
           // see which target is to be aimed at
           an = mo->angle;
           bulletslope = P_AimLineAttack (  mo,   an,   16*64*FRACUNIT );
          
           if (  !linetarget )
           {
           an += 1<<26;
           bulletslope = P_AimLineAttack (  mo,   an,   16*64*FRACUNIT );
           if (  !linetarget )
           {
           an -= 2<<26;
           bulletslope = P_AimLineAttack (  mo,   an,   16*64*FRACUNIT );
           }
           }
          }
          
          
          //
          // P_GunShot
          //
          void
     626  P_GunShot
          (   mobj_t* mo,  
           boolean accurate  )
          {
           angle_t angle;
           int damage;
          
           damage = 5*(  P_Random (   )%3+1 );
           angle = mo->angle;
          
           if (  !accurate )
           angle += (  P_Random(   )-P_Random(   ) )<<18;
          
           P_LineAttack (  mo,   angle,   MISSILERANGE,   bulletslope,   damage );
          }
          
          
          //
          // A_FirePistol
          //
          void
     647  A_FirePistol
          (   player_t* player,  
           pspdef_t* psp  )
          {
           S_StartSound (  player->mo,   sfx_pistol );
          
           P_SetMobjState (  player->mo,   S_PLAY_ATK2 );
           player->ammo[weaponinfo[player->readyweapon].ammo]--;
          
           P_SetPsprite (  player,  
           ps_flash,  
           weaponinfo[player->readyweapon].flashstate );
          
           P_BulletSlope (  player->mo );
           P_GunShot (  player->mo,   !player->refire );
          }
          
          
          //
          // A_FireShotgun
          //
          void
     669  A_FireShotgun
          (   player_t* player,  
           pspdef_t* psp  )
          {
           int i;
          
           S_StartSound (  player->mo,   sfx_shotgn );
           P_SetMobjState (  player->mo,   S_PLAY_ATK2 );
          
           player->ammo[weaponinfo[player->readyweapon].ammo]--;
          
           P_SetPsprite (  player,  
           ps_flash,  
           weaponinfo[player->readyweapon].flashstate );
          
           P_BulletSlope (  player->mo );
          
           for (  i=0 ; i<7 ; i++ )
           P_GunShot (  player->mo,   false );
          }
          
          
          
          //
          // A_FireShotgun2
          //
          void
     696  A_FireShotgun2
          (   player_t* player,  
           pspdef_t* psp  )
          {
           int i;
           angle_t angle;
           int damage;
          
          
           S_StartSound (  player->mo,   sfx_dshtgn );
           P_SetMobjState (  player->mo,   S_PLAY_ATK2 );
          
           player->ammo[weaponinfo[player->readyweapon].ammo]-=2;
          
           P_SetPsprite (  player,  
           ps_flash,  
           weaponinfo[player->readyweapon].flashstate );
          
           P_BulletSlope (  player->mo );
          
           for (  i=0 ; i<20 ; i++ )
           {
           damage = 5*(  P_Random (   )%3+1 );
           angle = player->mo->angle;
           angle += (  P_Random(   )-P_Random(   ) )<<19;
           P_LineAttack (  player->mo,  
           angle,  
           MISSILERANGE,  
           bulletslope + (  (  P_Random(   )-P_Random(   ) )<<5 ),   damage );
           }
          }
          
          
          //
          // A_FireCGun
          //
          void
     733  A_FireCGun
          (   player_t* player,  
           pspdef_t* psp  )
          {
           S_StartSound (  player->mo,   sfx_pistol );
          
           if (  !player->ammo[weaponinfo[player->readyweapon].ammo] )
           return;
          
           P_SetMobjState (  player->mo,   S_PLAY_ATK2 );
           player->ammo[weaponinfo[player->readyweapon].ammo]--;
          
           P_SetPsprite (  player,  
           ps_flash,  
           weaponinfo[player->readyweapon].flashstate
           + psp->state
           - &states[S_CHAIN1]  );
          
           P_BulletSlope (  player->mo );
          
           P_GunShot (  player->mo,   !player->refire );
          }
          
          
          
          //
          // ?
          //
     761  void A_Light0 (  player_t *player,   pspdef_t *psp )
          {
           player->extralight = 0;
          }
          
     766  void A_Light1 (  player_t *player,   pspdef_t *psp )
          {
           player->extralight = 1;
          }
          
     771  void A_Light2 (  player_t *player,   pspdef_t *psp )
          {
           player->extralight = 2;
          }
          
          
          //
          // A_BFGSpray
          // Spawn a BFG explosion on every monster in view
          //
     781  void A_BFGSpray (  mobj_t* mo )
          {
           int i;
           int j;
           int damage;
           angle_t an;
          
           // offset angles from its attack angle
           for (  i=0 ; i<40 ; i++ )
           {
           an = mo->angle - ANG90/2 + ANG90/40*i;
          
           // mo->target is the originator (  player )
           // of the missile
           P_AimLineAttack (  mo->target,   an,   16*64*FRACUNIT );
          
           if (  !linetarget )
           continue;
          
           P_SpawnMobj (  linetarget->x,  
           linetarget->y,  
           linetarget->z + (  linetarget->height>>2 ),  
           MT_EXTRABFG );
          
           damage = 0;
           for (  j=0;j<15;j++ )
           damage += (  P_Random(   )&7 ) + 1;
          
           P_DamageMobj (  linetarget,   mo->target,  mo->target,   damage );
           }
          }
          
          
          //
          // A_BFGsound
          //
          void
     818  A_BFGsound
          (   player_t* player,  
           pspdef_t* psp  )
          {
           S_StartSound (  player->mo,   sfx_bfg );
          }
          
          
          
          //
          // P_SetupPsprites
          // Called at start of level for each player.
          //
     831  void P_SetupPsprites (  player_t* player )
          {
           int i;
          
           // remove all psprites
           for (  i=0 ; i<NUMPSPRITES ; i++ )
           player->psprites[i].state = NULL;
          
           // spawn the gun
           player->pendingweapon = player->readyweapon;
           P_BringUpWeapon (  player );
          }
          
          
          
          
          //
          // P_MovePsprites
          // Called every tic by player thinking routine.
          //
     851  void P_MovePsprites (  player_t* player )
          {
           int i;
           pspdef_t* psp;
           state_t* state;
          
           psp = &player->psprites[0];
           for (  i=0 ; i<NUMPSPRITES ; i++,   psp++ )
           {
           // a null state means not active
           if (   (  state = psp->state )  )
           {
           // drop tic count and possibly change state
          
           // a -1 tic count never changes
           if (  psp->tics != -1 )
           {
           psp->tics--;
           if (  !psp->tics )
           P_SetPsprite (  player,   i,   psp->state->nextstate );
           }
           }
           }
          
           player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
           player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
          }
          
          

p_pspr.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Sprite animation.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __P_PSPR__
          #define __P_PSPR__
          
          // Basic data types.
          // Needs fixed point,   and BAM angles.
          #include "m_fixed.h"
          #include "tables.h"
          
          
          //
          // Needs to include the precompiled
          // sprite animation tables.
          // Header generated by multigen utility.
          // This includes all the data for thing animation,  
          // i.e. the Thing Atrributes table
          // and the Frame Sequence table.
          #include "info.h"
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          //
          // Frame flags:
          // handles maximum brightness (  torches,   muzzle flare,   light sources )
          //
          #define FF_FULLBRIGHT 0x8000 // flag in thing->frame
          #define FF_FRAMEMASK 0x7fff
          
          
          
          //
          // Overlay psprites are scaled shapes
          // drawn directly on the view screen,  
          // coordinates are given for a 320*200 view screen.
          //
          typedef enum
          {
           ps_weapon,  
           ps_flash,  
           NUMPSPRITES
          
          } psprnum_t;
          
          typedef struct
          {
           state_t* state; // a NULL state means not active
           int tics;
           fixed_t sx;
           fixed_t sy;
          
          } pspdef_t;
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

p_saveg.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Archiving: SaveGame I/O.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_tick.c,  v 1.4 1997/02/03 16:47:55 b1 Exp $";
          
          #include "i_system.h"
          #include "z_zone.h"
          #include "p_local.h"
          
          // State.
          #include "doomstat.h"
          #include "r_state.h"
          
          byte* save_p;
          
          
          // Pads save_p to a 4-byte boundary
          // so that the load/save works on SGI&Gecko.
          #define PADSAVEP(   ) save_p += (  4 - (  (  int ) save_p & 3 ) ) & 3
          
          
          
          //
          // P_ArchivePlayers
          //
      47  void P_ArchivePlayers (  void )
          {
           int i;
           int j;
           player_t* dest;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  !playeringame[i] )
           continue;
          
           PADSAVEP(   );
          
           dest = (  player_t * )save_p;
           memcpy (  dest,  &players[i],  sizeof(  player_t ) );
           save_p += sizeof(  player_t );
           for (  j=0 ; j<NUMPSPRITES ; j++ )
           {
           if (  dest->psprites[j].state )
           {
           dest->psprites[j].state
           = (  state_t * )(  dest->psprites[j].state-states );
           }
           }
           }
          }
          
          
          
          //
          // P_UnArchivePlayers
          //
      79  void P_UnArchivePlayers (  void )
          {
           int i;
           int j;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  !playeringame[i] )
           continue;
          
           PADSAVEP(   );
          
           memcpy (  &players[i],  save_p,   sizeof(  player_t ) );
           save_p += sizeof(  player_t );
          
           // will be set when unarc thinker
           players[i].mo = NULL;
           players[i].message = NULL;
           players[i].attacker = NULL;
          
           for (  j=0 ; j<NUMPSPRITES ; j++ )
           {
           if (  players[i]. psprites[j].state )
           {
           players[i]. psprites[j].state
           = &states[ (  int )players[i].psprites[j].state ];
           }
           }
           }
          }
          
          
          //
          // P_ArchiveWorld
          //
     114  void P_ArchiveWorld (  void )
          {
           int i;
           int j;
           sector_t* sec;
           line_t* li;
           side_t* si;
           short* put;
          
           put = (  short * )save_p;
          
           // do sectors
           for (  i=0,   sec = sectors ; i<numsectors ; i++,  sec++ )
           {
           *put++ = sec->floorheight >> FRACBITS;
           *put++ = sec->ceilingheight >> FRACBITS;
           *put++ = sec->floorpic;
           *put++ = sec->ceilingpic;
           *put++ = sec->lightlevel;
           *put++ = sec->special; // needed?
           *put++ = sec->tag; // needed?
           }
          
          
           // do lines
           for (  i=0,   li = lines ; i<numlines ; i++,  li++ )
           {
           *put++ = li->flags;
           *put++ = li->special;
           *put++ = li->tag;
           for (  j=0 ; j<2 ; j++ )
           {
           if (  li->sidenum[j] == -1 )
           continue;
          
           si = &sides[li->sidenum[j]];
          
           *put++ = si->textureoffset >> FRACBITS;
           *put++ = si->rowoffset >> FRACBITS;
           *put++ = si->toptexture;
           *put++ = si->bottomtexture;
           *put++ = si->midtexture;
           }
           }
          
           save_p = (  byte * )put;
          }
          
          
          
          //
          // P_UnArchiveWorld
          //
     167  void P_UnArchiveWorld (  void )
          {
           int i;
           int j;
           sector_t* sec;
           line_t* li;
           side_t* si;
           short* get;
          
           get = (  short * )save_p;
          
           // do sectors
           for (  i=0,   sec = sectors ; i<numsectors ; i++,  sec++ )
           {
           sec->floorheight = *get++ << FRACBITS;
           sec->ceilingheight = *get++ << FRACBITS;
           sec->floorpic = *get++;
           sec->ceilingpic = *get++;
           sec->lightlevel = *get++;
           sec->special = *get++; // needed?
           sec->tag = *get++; // needed?
           sec->specialdata = 0;
           sec->soundtarget = 0;
           }
          
           // do lines
           for (  i=0,   li = lines ; i<numlines ; i++,  li++ )
           {
           li->flags = *get++;
           li->special = *get++;
           li->tag = *get++;
           for (  j=0 ; j<2 ; j++ )
           {
           if (  li->sidenum[j] == -1 )
           continue;
           si = &sides[li->sidenum[j]];
           si->textureoffset = *get++ << FRACBITS;
           si->rowoffset = *get++ << FRACBITS;
           si->toptexture = *get++;
           si->bottomtexture = *get++;
           si->midtexture = *get++;
           }
           }
           save_p = (  byte * )get;
          }
          
          
          
          
          
          //
          // Thinkers
          //
          typedef enum
          {
           tc_end,  
           tc_mobj
          
          } thinkerclass_t;
          
          
          
          //
          // P_ArchiveThinkers
          //
     232  void P_ArchiveThinkers (  void )
          {
           thinker_t* th;
           mobj_t* mobj;
          
           // save off the current thinkers
           for (  th = thinkercap.next ; th != &thinkercap ; th=th->next )
           {
           if (  th->function.acp1 == (  actionf_p1 )P_MobjThinker )
           {
           *save_p++ = tc_mobj;
           PADSAVEP(   );
           mobj = (  mobj_t * )save_p;
           memcpy (  mobj,   th,   sizeof(  *mobj ) );
           save_p += sizeof(  *mobj );
           mobj->state = (  state_t * )(  mobj->state - states );
          
           if (  mobj->player )
           mobj->player = (  player_t * )(  (  mobj->player-players ) + 1 );
           continue;
           }
          
           // I_Error (  "P_ArchiveThinkers: Unknown thinker function" );
           }
          
           // add a terminating marker
           *save_p++ = tc_end;
          }
          
          
          
          //
          // P_UnArchiveThinkers
          //
     266  void P_UnArchiveThinkers (  void )
          {
           byte tclass;
           thinker_t* currentthinker;
           thinker_t* next;
           mobj_t* mobj;
          
           // remove all the current thinkers
           currentthinker = thinkercap.next;
           while (  currentthinker != &thinkercap )
           {
           next = currentthinker->next;
          
           if (  currentthinker->function.acp1 == (  actionf_p1 )P_MobjThinker )
           P_RemoveMobj (  (  mobj_t * )currentthinker );
           else
           Z_Free (  currentthinker );
          
           currentthinker = next;
           }
           P_InitThinkers (   );
          
           // read in saved thinkers
           while (  1 )
           {
           tclass = *save_p++;
           switch (  tclass )
           {
           case tc_end:
           return; // end of list
          
           case tc_mobj:
           PADSAVEP(   );
           mobj = Z_Malloc (  sizeof(  *mobj ),   PU_LEVEL,   NULL );
           memcpy (  mobj,   save_p,   sizeof(  *mobj ) );
           save_p += sizeof(  *mobj );
           mobj->state = &states[(  int )mobj->state];
           mobj->target = NULL;
           if (  mobj->player )
           {
           mobj->player = &players[(  int )mobj->player-1];
           mobj->player->mo = mobj;
           }
           P_SetThingPosition (  mobj );
           mobj->info = &mobjinfo[mobj->type];
           mobj->floorz = mobj->subsector->sector->floorheight;
           mobj->ceilingz = mobj->subsector->sector->ceilingheight;
           mobj->thinker.function.acp1 = (  actionf_p1 )P_MobjThinker;
           P_AddThinker (  &mobj->thinker );
           break;
          
           default:
           I_Error (  "Unknown tclass %i in savegame",  tclass );
           }
          
           }
          
          }
          
          
          //
          // P_ArchiveSpecials
          //
          enum
          {
           tc_ceiling,  
           tc_door,  
           tc_floor,  
           tc_plat,  
           tc_flash,  
           tc_strobe,  
           tc_glow,  
           tc_endspecials
          
          } specials_e;
          
          
          
          //
          // Things to handle:
          //
          // T_MoveCeiling,   (  ceiling_t: sector_t * swizzle ),   - active list
          // T_VerticalDoor,   (  vldoor_t: sector_t * swizzle ),  
          // T_MoveFloor,   (  floormove_t: sector_t * swizzle ),  
          // T_LightFlash,   (  lightflash_t: sector_t * swizzle ),  
          // T_StrobeFlash,   (  strobe_t: sector_t * ),  
          // T_Glow,   (  glow_t: sector_t * ),  
          // T_PlatRaise,   (  plat_t: sector_t * ),   - active list
          //
     355  void P_ArchiveSpecials (  void )
          {
           thinker_t* th;
           ceiling_t* ceiling;
           vldoor_t* door;
           floormove_t* floor;
           plat_t* plat;
           lightflash_t* flash;
           strobe_t* strobe;
           glow_t* glow;
           int i;
          
           // save off the current thinkers
           for (  th = thinkercap.next ; th != &thinkercap ; th=th->next )
           {
           if (  th->function.acv == (  actionf_v )NULL )
           {
           for (  i = 0; i < MAXCEILINGS;i++ )
           if (  activeceilings[i] == (  ceiling_t * )th )
           break;
          
           if (  i<MAXCEILINGS )
           {
           *save_p++ = tc_ceiling;
           PADSAVEP(   );
           ceiling = (  ceiling_t * )save_p;
           memcpy (  ceiling,   th,   sizeof(  *ceiling ) );
           save_p += sizeof(  *ceiling );
           ceiling->sector = (  sector_t * )(  ceiling->sector - sectors );
           }
           continue;
           }
          
           if (  th->function.acp1 == (  actionf_p1 )T_MoveCeiling )
           {
           *save_p++ = tc_ceiling;
           PADSAVEP(   );
           ceiling = (  ceiling_t * )save_p;
           memcpy (  ceiling,   th,   sizeof(  *ceiling ) );
           save_p += sizeof(  *ceiling );
           ceiling->sector = (  sector_t * )(  ceiling->sector - sectors );
           continue;
           }
          
           if (  th->function.acp1 == (  actionf_p1 )T_VerticalDoor )
           {
           *save_p++ = tc_door;
           PADSAVEP(   );
           door = (  vldoor_t * )save_p;
           memcpy (  door,   th,   sizeof(  *door ) );
           save_p += sizeof(  *door );
           door->sector = (  sector_t * )(  door->sector - sectors );
           continue;
           }
          
           if (  th->function.acp1 == (  actionf_p1 )T_MoveFloor )
           {
           *save_p++ = tc_floor;
           PADSAVEP(   );
           floor = (  floormove_t * )save_p;
           memcpy (  floor,   th,   sizeof(  *floor ) );
           save_p += sizeof(  *floor );
           floor->sector = (  sector_t * )(  floor->sector - sectors );
           continue;
           }
          
           if (  th->function.acp1 == (  actionf_p1 )T_PlatRaise )
           {
           *save_p++ = tc_plat;
           PADSAVEP(   );
           plat = (  plat_t * )save_p;
           memcpy (  plat,   th,   sizeof(  *plat ) );
           save_p += sizeof(  *plat );
           plat->sector = (  sector_t * )(  plat->sector - sectors );
           continue;
           }
          
           if (  th->function.acp1 == (  actionf_p1 )T_LightFlash )
           {
           *save_p++ = tc_flash;
           PADSAVEP(   );
           flash = (  lightflash_t * )save_p;
           memcpy (  flash,   th,   sizeof(  *flash ) );
           save_p += sizeof(  *flash );
           flash->sector = (  sector_t * )(  flash->sector - sectors );
           continue;
           }
          
           if (  th->function.acp1 == (  actionf_p1 )T_StrobeFlash )
           {
           *save_p++ = tc_strobe;
           PADSAVEP(   );
           strobe = (  strobe_t * )save_p;
           memcpy (  strobe,   th,   sizeof(  *strobe ) );
           save_p += sizeof(  *strobe );
           strobe->sector = (  sector_t * )(  strobe->sector - sectors );
           continue;
           }
          
           if (  th->function.acp1 == (  actionf_p1 )T_Glow )
           {
           *save_p++ = tc_glow;
           PADSAVEP(   );
           glow = (  glow_t * )save_p;
           memcpy (  glow,   th,   sizeof(  *glow ) );
           save_p += sizeof(  *glow );
           glow->sector = (  sector_t * )(  glow->sector - sectors );
           continue;
           }
           }
          
           // add a terminating marker
           *save_p++ = tc_endspecials;
          
          }
          
          
          //
          // P_UnArchiveSpecials
          //
     475  void P_UnArchiveSpecials (  void )
          {
           byte tclass;
           ceiling_t* ceiling;
           vldoor_t* door;
           floormove_t* floor;
           plat_t* plat;
           lightflash_t* flash;
           strobe_t* strobe;
           glow_t* glow;
          
          
           // read in saved thinkers
           while (  1 )
           {
           tclass = *save_p++;
           switch (  tclass )
           {
           case tc_endspecials:
           return; // end of list
          
           case tc_ceiling:
           PADSAVEP(   );
           ceiling = Z_Malloc (  sizeof(  *ceiling ),   PU_LEVEL,   NULL );
           memcpy (  ceiling,   save_p,   sizeof(  *ceiling ) );
           save_p += sizeof(  *ceiling );
           ceiling->sector = &sectors[(  int )ceiling->sector];
           ceiling->sector->specialdata = ceiling;
          
           if (  ceiling->thinker.function.acp1 )
           ceiling->thinker.function.acp1 = (  actionf_p1 )T_MoveCeiling;
          
           P_AddThinker (  &ceiling->thinker );
           P_AddActiveCeiling(  ceiling );
           break;
          
           case tc_door:
           PADSAVEP(   );
           door = Z_Malloc (  sizeof(  *door ),   PU_LEVEL,   NULL );
           memcpy (  door,   save_p,   sizeof(  *door ) );
           save_p += sizeof(  *door );
           door->sector = &sectors[(  int )door->sector];
           door->sector->specialdata = door;
           door->thinker.function.acp1 = (  actionf_p1 )T_VerticalDoor;
           P_AddThinker (  &door->thinker );
           break;
          
           case tc_floor:
           PADSAVEP(   );
           floor = Z_Malloc (  sizeof(  *floor ),   PU_LEVEL,   NULL );
           memcpy (  floor,   save_p,   sizeof(  *floor ) );
           save_p += sizeof(  *floor );
           floor->sector = &sectors[(  int )floor->sector];
           floor->sector->specialdata = floor;
           floor->thinker.function.acp1 = (  actionf_p1 )T_MoveFloor;
           P_AddThinker (  &floor->thinker );
           break;
          
           case tc_plat:
           PADSAVEP(   );
           plat = Z_Malloc (  sizeof(  *plat ),   PU_LEVEL,   NULL );
           memcpy (  plat,   save_p,   sizeof(  *plat ) );
           save_p += sizeof(  *plat );
           plat->sector = &sectors[(  int )plat->sector];
           plat->sector->specialdata = plat;
          
           if (  plat->thinker.function.acp1 )
           plat->thinker.function.acp1 = (  actionf_p1 )T_PlatRaise;
          
           P_AddThinker (  &plat->thinker );
           P_AddActivePlat(  plat );
           break;
          
           case tc_flash:
           PADSAVEP(   );
           flash = Z_Malloc (  sizeof(  *flash ),   PU_LEVEL,   NULL );
           memcpy (  flash,   save_p,   sizeof(  *flash ) );
           save_p += sizeof(  *flash );
           flash->sector = &sectors[(  int )flash->sector];
           flash->thinker.function.acp1 = (  actionf_p1 )T_LightFlash;
           P_AddThinker (  &flash->thinker );
           break;
          
           case tc_strobe:
           PADSAVEP(   );
           strobe = Z_Malloc (  sizeof(  *strobe ),   PU_LEVEL,   NULL );
           memcpy (  strobe,   save_p,   sizeof(  *strobe ) );
           save_p += sizeof(  *strobe );
           strobe->sector = &sectors[(  int )strobe->sector];
           strobe->thinker.function.acp1 = (  actionf_p1 )T_StrobeFlash;
           P_AddThinker (  &strobe->thinker );
           break;
          
           case tc_glow:
           PADSAVEP(   );
           glow = Z_Malloc (  sizeof(  *glow ),   PU_LEVEL,   NULL );
           memcpy (  glow,   save_p,   sizeof(  *glow ) );
           save_p += sizeof(  *glow );
           glow->sector = &sectors[(  int )glow->sector];
           glow->thinker.function.acp1 = (  actionf_p1 )T_Glow;
           P_AddThinker (  &glow->thinker );
           break;
          
           default:
           I_Error (  "P_UnarchiveSpecials:Unknown tclass %i "
           "in savegame",  tclass );
           }
          
           }
          
          }
          

p_saveg.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Savegame I/O,   archiving,   persistence.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __P_SAVEG__
          #define __P_SAVEG__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          // Persistent storage/archiving.
          // These are the load / save game routines.
      34  void P_ArchivePlayers (  void );
      35  void P_UnArchivePlayers (  void );
      36  void P_ArchiveWorld (  void );
      37  void P_UnArchiveWorld (  void );
      38  void P_ArchiveThinkers (  void );
      39  void P_UnArchiveThinkers (  void );
      40  void P_ArchiveSpecials (  void );
      41  void P_UnArchiveSpecials (  void );
          
          extern byte* save_p;
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

p_setup.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Do all the WAD I/O,   get map description,  
          // set up initial state and misc. LUTs.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_setup.c,  v 1.5 1997/02/03 22:45:12 b1 Exp $";
          
          
          #include <math.h>
          
          #include "z_zone.h"
          
          #include "m_swap.h"
          #include "m_bbox.h"
          
          #include "g_game.h"
          
          #include "i_system.h"
          #include "w_wad.h"
          
          #include "doomdef.h"
          #include "p_local.h"
          
          #include "s_sound.h"
          
          #include "doomstat.h"
          
          
      49  void P_SpawnMapThing (  mapthing_t* mthing );
          
          
          //
          // MAP related Lookup tables.
          // Store VERTEXES,   LINEDEFS,   SIDEDEFS,   etc.
          //
          int numvertexes;
          vertex_t* vertexes;
          
          int numsegs;
          seg_t* segs;
          
          int numsectors;
          sector_t* sectors;
          
          int numsubsectors;
          subsector_t* subsectors;
          
          int numnodes;
          node_t* nodes;
          
          int numlines;
          line_t* lines;
          
          int numsides;
          side_t* sides;
          
          
          // BLOCKMAP
          // Created from axis aligned bounding box
          // of the map,   a rectangular array of
          // blocks of size ...
          // Used to speed up collision detection
          // by spatial subdivision in 2D.
          //
          // Blockmap size.
          int bmapwidth;
          int bmapheight; // size in mapblocks
          short* blockmap; // int for larger maps
          // offsets in blockmap are from here
          short* blockmaplump;
          // origin of block map
          fixed_t bmaporgx;
          fixed_t bmaporgy;
          // for thing chains
          mobj_t** blocklinks;
          
          
          // REJECT
          // For fast sight rejection.
          // Speeds up enemy AI by skipping detailed
          // LineOf Sight calculation.
          // Without special effect,   this could be
          // used as a PVS lookup as well.
          //
          byte* rejectmatrix;
          
          
          // Maintain single and multi player starting spots.
          #define MAX_DEATHMATCH_STARTS 10
          
          mapthing_t deathmatchstarts[MAX_DEATHMATCH_STARTS];
          mapthing_t* deathmatch_p;
          mapthing_t playerstarts[MAXPLAYERS];
          
          
          
          
          
          //
          // P_LoadVertexes
          //
     122  void P_LoadVertexes (  int lump )
          {
           byte* data;
           int i;
           mapvertex_t* ml;
           vertex_t* li;
          
           // Determine number of lumps:
           // total lump length / vertex record length.
           numvertexes = W_LumpLength (  lump ) / sizeof(  mapvertex_t );
          
           // Allocate zone memory for buffer.
           vertexes = Z_Malloc (  numvertexes*sizeof(  vertex_t ),  PU_LEVEL,  0 );
          
           // Load data into cache.
           data = W_CacheLumpNum (  lump,  PU_STATIC );
          
           ml = (  mapvertex_t * )data;
           li = vertexes;
          
           // Copy and convert vertex coordinates,  
           // internal representation as fixed.
           for (  i=0 ; i<numvertexes ; i++,   li++,   ml++ )
           {
           li->x = SHORT(  ml->x )<<FRACBITS;
           li->y = SHORT(  ml->y )<<FRACBITS;
           }
          
           // Free buffer memory.
           Z_Free (  data );
          }
          
          
          
          //
          // P_LoadSegs
          //
     159  void P_LoadSegs (  int lump )
          {
           byte* data;
           int i;
           mapseg_t* ml;
           seg_t* li;
           line_t* ldef;
           int linedef;
           int side;
          
           numsegs = W_LumpLength (  lump ) / sizeof(  mapseg_t );
           segs = Z_Malloc (  numsegs*sizeof(  seg_t ),  PU_LEVEL,  0 );
           memset (  segs,   0,   numsegs*sizeof(  seg_t ) );
           data = W_CacheLumpNum (  lump,  PU_STATIC );
          
           ml = (  mapseg_t * )data;
           li = segs;
           for (  i=0 ; i<numsegs ; i++,   li++,   ml++ )
           {
           li->v1 = &vertexes[SHORT(  ml->v1 )];
           li->v2 = &vertexes[SHORT(  ml->v2 )];
          
           li->angle = (  SHORT(  ml->angle ) )<<16;
           li->offset = (  SHORT(  ml->offset ) )<<16;
           linedef = SHORT(  ml->linedef );
           ldef = &lines[linedef];
           li->linedef = ldef;
           side = SHORT(  ml->side );
           li->sidedef = &sides[ldef->sidenum[side]];
           li->frontsector = sides[ldef->sidenum[side]].sector;
           if (  ldef-> flags & ML_TWOSIDED )
           li->backsector = sides[ldef->sidenum[side^1]].sector;
           else
           li->backsector = 0;
           }
          
           Z_Free (  data );
          }
          
          
          //
          // P_LoadSubsectors
          //
     202  void P_LoadSubsectors (  int lump )
          {
           byte* data;
           int i;
           mapsubsector_t* ms;
           subsector_t* ss;
          
           numsubsectors = W_LumpLength (  lump ) / sizeof(  mapsubsector_t );
           subsectors = Z_Malloc (  numsubsectors*sizeof(  subsector_t ),  PU_LEVEL,  0 );
           data = W_CacheLumpNum (  lump,  PU_STATIC );
          
           ms = (  mapsubsector_t * )data;
           memset (  subsectors,  0,   numsubsectors*sizeof(  subsector_t ) );
           ss = subsectors;
          
           for (  i=0 ; i<numsubsectors ; i++,   ss++,   ms++ )
           {
           ss->numlines = SHORT(  ms->numsegs );
           ss->firstline = SHORT(  ms->firstseg );
           }
          
           Z_Free (  data );
          }
          
          
          
          //
          // P_LoadSectors
          //
     231  void P_LoadSectors (  int lump )
          {
           byte* data;
           int i;
           mapsector_t* ms;
           sector_t* ss;
          
           numsectors = W_LumpLength (  lump ) / sizeof(  mapsector_t );
           sectors = Z_Malloc (  numsectors*sizeof(  sector_t ),  PU_LEVEL,  0 );
           memset (  sectors,   0,   numsectors*sizeof(  sector_t ) );
           data = W_CacheLumpNum (  lump,  PU_STATIC );
          
           ms = (  mapsector_t * )data;
           ss = sectors;
           for (  i=0 ; i<numsectors ; i++,   ss++,   ms++ )
           {
           ss->floorheight = SHORT(  ms->floorheight )<<FRACBITS;
           ss->ceilingheight = SHORT(  ms->ceilingheight )<<FRACBITS;
           ss->floorpic = R_FlatNumForName(  ms->floorpic );
           ss->ceilingpic = R_FlatNumForName(  ms->ceilingpic );
           ss->lightlevel = SHORT(  ms->lightlevel );
           ss->special = SHORT(  ms->special );
           ss->tag = SHORT(  ms->tag );
           ss->thinglist = NULL;
           }
          
           Z_Free (  data );
          }
          
          
          //
          // P_LoadNodes
          //
     264  void P_LoadNodes (  int lump )
          {
           byte* data;
           int i;
           int j;
           int k;
           mapnode_t* mn;
           node_t* no;
          
           numnodes = W_LumpLength (  lump ) / sizeof(  mapnode_t );
           nodes = Z_Malloc (  numnodes*sizeof(  node_t ),  PU_LEVEL,  0 );
           data = W_CacheLumpNum (  lump,  PU_STATIC );
          
           mn = (  mapnode_t * )data;
           no = nodes;
          
           for (  i=0 ; i<numnodes ; i++,   no++,   mn++ )
           {
           no->x = SHORT(  mn->x )<<FRACBITS;
           no->y = SHORT(  mn->y )<<FRACBITS;
           no->dx = SHORT(  mn->dx )<<FRACBITS;
           no->dy = SHORT(  mn->dy )<<FRACBITS;
           for (  j=0 ; j<2 ; j++ )
           {
           no->children[j] = SHORT(  mn->children[j] );
           for (  k=0 ; k<4 ; k++ )
           no->bbox[j][k] = SHORT(  mn->bbox[j][k] )<<FRACBITS;
           }
           }
          
           Z_Free (  data );
          }
          
          
          //
          // P_LoadThings
          //
     301  void P_LoadThings (  int lump )
          {
           byte* data;
           int i;
           mapthing_t* mt;
           int numthings;
           boolean spawn;
          
           data = W_CacheLumpNum (  lump,  PU_STATIC );
           numthings = W_LumpLength (  lump ) / sizeof(  mapthing_t );
          
           mt = (  mapthing_t * )data;
           for (  i=0 ; i<numthings ; i++,   mt++ )
           {
           spawn = true;
          
           // Do not spawn cool,   new monsters if !commercial
           if (   gamemode != commercial )
           {
           switch(  mt->type )
           {
           case 68: // Arachnotron
           case 64: // Archvile
           case 88: // Boss Brain
           case 89: // Boss Shooter
           case 69: // Hell Knight
           case 67: // Mancubus
           case 71: // Pain Elemental
           case 65: // Former Human Commando
           case 66: // Revenant
           case 84: // Wolf SS
           spawn = false;
           break;
           }
           }
           if (  spawn == false )
           break;
          
           // Do spawn all other stuff.
           mt->x = SHORT(  mt->x );
           mt->y = SHORT(  mt->y );
           mt->angle = SHORT(  mt->angle );
           mt->type = SHORT(  mt->type );
           mt->options = SHORT(  mt->options );
          
           P_SpawnMapThing (  mt );
           }
          
           Z_Free (  data );
          }
          
          
          //
          // P_LoadLineDefs
          // Also counts secret lines for intermissions.
          //
     357  void P_LoadLineDefs (  int lump )
          {
           byte* data;
           int i;
           maplinedef_t* mld;
           line_t* ld;
           vertex_t* v1;
           vertex_t* v2;
          
           numlines = W_LumpLength (  lump ) / sizeof(  maplinedef_t );
           lines = Z_Malloc (  numlines*sizeof(  line_t ),  PU_LEVEL,  0 );
           memset (  lines,   0,   numlines*sizeof(  line_t ) );
           data = W_CacheLumpNum (  lump,  PU_STATIC );
          
           mld = (  maplinedef_t * )data;
           ld = lines;
           for (  i=0 ; i<numlines ; i++,   mld++,   ld++ )
           {
           ld->flags = SHORT(  mld->flags );
           ld->special = SHORT(  mld->special );
           ld->tag = SHORT(  mld->tag );
           v1 = ld->v1 = &vertexes[SHORT(  mld->v1 )];
           v2 = ld->v2 = &vertexes[SHORT(  mld->v2 )];
           ld->dx = v2->x - v1->x;
           ld->dy = v2->y - v1->y;
          
           if (  !ld->dx )
           ld->slopetype = ST_VERTICAL;
           else if (  !ld->dy )
           ld->slopetype = ST_HORIZONTAL;
           else
           {
           if (  FixedDiv (  ld->dy ,   ld->dx ) > 0 )
           ld->slopetype = ST_POSITIVE;
           else
           ld->slopetype = ST_NEGATIVE;
           }
          
           if (  v1->x < v2->x )
           {
           ld->bbox[BOXLEFT] = v1->x;
           ld->bbox[BOXRIGHT] = v2->x;
           }
           else
           {
           ld->bbox[BOXLEFT] = v2->x;
           ld->bbox[BOXRIGHT] = v1->x;
           }
          
           if (  v1->y < v2->y )
           {
           ld->bbox[BOXBOTTOM] = v1->y;
           ld->bbox[BOXTOP] = v2->y;
           }
           else
           {
           ld->bbox[BOXBOTTOM] = v2->y;
           ld->bbox[BOXTOP] = v1->y;
           }
          
           ld->sidenum[0] = SHORT(  mld->sidenum[0] );
           ld->sidenum[1] = SHORT(  mld->sidenum[1] );
          
           if (  ld->sidenum[0] != -1 )
           ld->frontsector = sides[ld->sidenum[0]].sector;
           else
           ld->frontsector = 0;
          
           if (  ld->sidenum[1] != -1 )
           ld->backsector = sides[ld->sidenum[1]].sector;
           else
           ld->backsector = 0;
           }
          
           Z_Free (  data );
          }
          
          
          //
          // P_LoadSideDefs
          //
     438  void P_LoadSideDefs (  int lump )
          {
           byte* data;
           int i;
           mapsidedef_t* msd;
           side_t* sd;
          
           numsides = W_LumpLength (  lump ) / sizeof(  mapsidedef_t );
           sides = Z_Malloc (  numsides*sizeof(  side_t ),  PU_LEVEL,  0 );
           memset (  sides,   0,   numsides*sizeof(  side_t ) );
           data = W_CacheLumpNum (  lump,  PU_STATIC );
          
           msd = (  mapsidedef_t * )data;
           sd = sides;
           for (  i=0 ; i<numsides ; i++,   msd++,   sd++ )
           {
           sd->textureoffset = SHORT(  msd->textureoffset )<<FRACBITS;
           sd->rowoffset = SHORT(  msd->rowoffset )<<FRACBITS;
           sd->toptexture = R_TextureNumForName(  msd->toptexture );
           sd->bottomtexture = R_TextureNumForName(  msd->bottomtexture );
           sd->midtexture = R_TextureNumForName(  msd->midtexture );
           sd->sector = &sectors[SHORT(  msd->sector )];
           }
          
           Z_Free (  data );
          }
          
          
          //
          // P_LoadBlockMap
          //
     469  void P_LoadBlockMap (  int lump )
          {
           int i;
           int count;
          
           blockmaplump = W_CacheLumpNum (  lump,  PU_LEVEL );
           blockmap = blockmaplump+4;
           count = W_LumpLength (  lump )/2;
          
           for (  i=0 ; i<count ; i++ )
           blockmaplump[i] = SHORT(  blockmaplump[i] );
          
           bmaporgx = blockmaplump[0]<<FRACBITS;
           bmaporgy = blockmaplump[1]<<FRACBITS;
           bmapwidth = blockmaplump[2];
           bmapheight = blockmaplump[3];
          
           // clear out mobj chains
           count = sizeof(  *blocklinks )* bmapwidth*bmapheight;
           blocklinks = Z_Malloc (  count,  PU_LEVEL,   0 );
           memset (  blocklinks,   0,   count );
          }
          
          
          
          //
          // P_GroupLines
          // Builds sector line lists and subsector sector numbers.
          // Finds block bounding boxes for sectors.
          //
     499  void P_GroupLines (  void )
          {
           line_t** linebuffer;
           int i;
           int j;
           int total;
           line_t* li;
           sector_t* sector;
           subsector_t* ss;
           seg_t* seg;
           fixed_t bbox[4];
           int block;
          
           // look up sector number for each subsector
           ss = subsectors;
           for (  i=0 ; i<numsubsectors ; i++,   ss++ )
           {
           seg = &segs[ss->firstline];
           ss->sector = seg->sidedef->sector;
           }
          
           // count number of lines in each sector
           li = lines;
           total = 0;
           for (  i=0 ; i<numlines ; i++,   li++ )
           {
           total++;
           li->frontsector->linecount++;
          
           if (  li->backsector && li->backsector != li->frontsector )
           {
           li->backsector->linecount++;
           total++;
           }
           }
          
           // build line tables for each sector
           linebuffer = Z_Malloc (  total*4,   PU_LEVEL,   0 );
           sector = sectors;
           for (  i=0 ; i<numsectors ; i++,   sector++ )
           {
           M_ClearBox (  bbox );
           sector->lines = linebuffer;
           li = lines;
           for (  j=0 ; j<numlines ; j++,   li++ )
           {
           if (  li->frontsector == sector || li->backsector == sector )
           {
           *linebuffer++ = li;
           M_AddToBox (  bbox,   li->v1->x,   li->v1->y );
           M_AddToBox (  bbox,   li->v2->x,   li->v2->y );
           }
           }
           if (  linebuffer - sector->lines != sector->linecount )
           I_Error (  "P_GroupLines: miscounted" );
          
           // set the degenmobj_t to the middle of the bounding box
           sector->soundorg.x = (  bbox[BOXRIGHT]+bbox[BOXLEFT] )/2;
           sector->soundorg.y = (  bbox[BOXTOP]+bbox[BOXBOTTOM] )/2;
          
           // adjust bounding box to map blocks
           block = (  bbox[BOXTOP]-bmaporgy+MAXRADIUS )>>MAPBLOCKSHIFT;
           block = block >= bmapheight ? bmapheight-1 : block;
           sector->blockbox[BOXTOP]=block;
          
           block = (  bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS )>>MAPBLOCKSHIFT;
           block = block < 0 ? 0 : block;
           sector->blockbox[BOXBOTTOM]=block;
          
           block = (  bbox[BOXRIGHT]-bmaporgx+MAXRADIUS )>>MAPBLOCKSHIFT;
           block = block >= bmapwidth ? bmapwidth-1 : block;
           sector->blockbox[BOXRIGHT]=block;
          
           block = (  bbox[BOXLEFT]-bmaporgx-MAXRADIUS )>>MAPBLOCKSHIFT;
           block = block < 0 ? 0 : block;
           sector->blockbox[BOXLEFT]=block;
           }
          
          }
          
          
          //
          // P_SetupLevel
          //
          void
     584  P_SetupLevel
          (   int episode,  
           int map,  
           int playermask,  
           skill_t skill )
          {
           int i;
           char lumpname[9];
           int lumpnum;
          
           totalkills = totalitems = totalsecret = wminfo.maxfrags = 0;
           wminfo.partime = 180;
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           players[i].killcount = players[i].secretcount
           = players[i].itemcount = 0;
           }
          
           // Initial height of PointOfView
           // will be set by player think.
           players[consoleplayer].viewz = 1;
          
           // Make sure all sounds are stopped before Z_FreeTags.
           S_Start (   );
          
          
          #if 0 // UNUSED
           if (  debugfile )
           {
           Z_FreeTags (  PU_LEVEL,   MAXINT );
           Z_FileDumpHeap (  debugfile );
           }
           else
          #endif
           Z_FreeTags (  PU_LEVEL,   PU_PURGELEVEL-1 );
          
          
           // UNUSED W_Profile (   );
           P_InitThinkers (   );
          
           // if working with a devlopment map,   reload it
           W_Reload (   );
          
           // find map name
           if (   gamemode == commercial )
           {
           if (  map<10 )
           sprintf (  lumpname,  "map0%i",   map );
           else
           sprintf (  lumpname,  "map%i",   map );
           }
           else
           {
           lumpname[0] = 'E';
           lumpname[1] = '0' + episode;
           lumpname[2] = 'M';
           lumpname[3] = '0' + map;
           lumpname[4] = 0;
           }
          
           lumpnum = W_GetNumForName (  lumpname );
          
           leveltime = 0;
          
           // note: most of this ordering is important
           P_LoadBlockMap (  lumpnum+ML_BLOCKMAP );
           P_LoadVertexes (  lumpnum+ML_VERTEXES );
           P_LoadSectors (  lumpnum+ML_SECTORS );
           P_LoadSideDefs (  lumpnum+ML_SIDEDEFS );
          
           P_LoadLineDefs (  lumpnum+ML_LINEDEFS );
           P_LoadSubsectors (  lumpnum+ML_SSECTORS );
           P_LoadNodes (  lumpnum+ML_NODES );
           P_LoadSegs (  lumpnum+ML_SEGS );
          
           rejectmatrix = W_CacheLumpNum (  lumpnum+ML_REJECT,  PU_LEVEL );
           P_GroupLines (   );
          
           bodyqueslot = 0;
           deathmatch_p = deathmatchstarts;
           P_LoadThings (  lumpnum+ML_THINGS );
          
           // if deathmatch,   randomly spawn the active players
           if (  deathmatch )
           {
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           if (  playeringame[i] )
           {
           players[i].mo = NULL;
           G_DeathMatchSpawnPlayer (  i );
           }
          
           }
          
           // clear special respawning que
           iquehead = iquetail = 0;
          
           // set up world state
           P_SpawnSpecials (   );
          
           // build subsector connect matrix
           // UNUSED P_ConnectSubsectors (   );
          
           // preload graphics
           if (  precache )
           R_PrecacheLevel (   );
          
           //printf (  "free memory: 0x%x\n",   Z_FreeMemory(   ) );
          
          }
          
          
          
          //
          // P_Init
          //
     700  void P_Init (  void )
          {
           P_InitSwitchList (   );
           P_InitPicAnims (   );
           R_InitSprites (  sprnames );
          }
          
          
          

p_setup.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Setup a game,   startup stuff.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __P_SETUP__
          #define __P_SETUP__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          // NOT called by W_Ticker. Fixme.
          void
      34  P_SetupLevel
          (   int episode,  
           int map,  
           int playermask,  
           skill_t skill );
          
          // Called by startup code.
      41  void P_Init (  void );
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

p_sight.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // LineOfSight/Visibility checks,   uses REJECT Lookup Table.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_sight.c,  v 1.3 1997/01/28 22:08:28 b1 Exp $";
          
          
          #include "doomdef.h"
          
          #include "i_system.h"
          #include "p_local.h"
          
          // State.
          #include "r_state.h"
          
          //
          // P_CheckSight
          //
          fixed_t sightzstart; // eye z of looker
          fixed_t topslope;
          fixed_t bottomslope; // slopes to top and bottom of target
          
          divline_t strace; // from t1 to t2
          fixed_t t2x;
          fixed_t t2y;
          
          int sightcounts[2];
          
          
          //
          // P_DivlineSide
          // Returns side 0 (  front ),   1 (  back ),   or 2 (  on ).
          //
          int
      55  P_DivlineSide
          (   fixed_t x,  
           fixed_t y,  
           divline_t* node  )
          {
           fixed_t dx;
           fixed_t dy;
           fixed_t left;
           fixed_t right;
          
           if (  !node->dx )
           {
           if (  x==node->x )
           return 2;
          
           if (  x <= node->x )
           return node->dy > 0;
          
           return node->dy < 0;
           }
          
           if (  !node->dy )
           {
           if (  x==node->y )
           return 2;
          
           if (  y <= node->y )
           return node->dx < 0;
          
           return node->dx > 0;
           }
          
           dx = (  x - node->x );
           dy = (  y - node->y );
          
           left = (  node->dy>>FRACBITS ) * (  dx>>FRACBITS );
           right = (  dy>>FRACBITS ) * (  node->dx>>FRACBITS );
          
           if (  right < left )
           return 0; // front side
          
           if (  left == right )
           return 2;
           return 1; // back side
          }
          
          
          //
          // P_InterceptVector2
          // Returns the fractional intercept point
          // along the first divline.
          // This is only called by the addthings and addlines traversers.
          //
          fixed_t
     109  P_InterceptVector2
          (   divline_t* v2,  
           divline_t* v1  )
          {
           fixed_t frac;
           fixed_t num;
           fixed_t den;
          
           den = FixedMul (  v1->dy>>8,  v2->dx ) - FixedMul(  v1->dx>>8,  v2->dy );
          
           if (  den == 0 )
           return 0;
           // I_Error (  "P_InterceptVector: parallel" );
          
           num = FixedMul (   (  v1->x - v2->x )>>8 ,  v1->dy ) +
           FixedMul (   (  v2->y - v1->y )>>8 ,   v1->dx );
           frac = FixedDiv (  num ,   den );
          
           return frac;
          }
          
          //
          // P_CrossSubsector
          // Returns true
          // if strace crosses the given subsector successfully.
          //
     135  boolean P_CrossSubsector (  int num )
          {
           seg_t* seg;
           line_t* line;
           int s1;
           int s2;
           int count;
           subsector_t* sub;
           sector_t* front;
           sector_t* back;
           fixed_t opentop;
           fixed_t openbottom;
           divline_t divl;
           vertex_t* v1;
           vertex_t* v2;
           fixed_t frac;
           fixed_t slope;
          
          #ifdef RANGECHECK
           if (  num>=numsubsectors )
           I_Error (  "P_CrossSubsector: ss %i with numss = %i",  
           num,  
           numsubsectors );
          #endif
          
           sub = &subsectors[num];
          
           // check lines
           count = sub->numlines;
           seg = &segs[sub->firstline];
          
           for (   ; count ; seg++,   count-- )
           {
           line = seg->linedef;
          
           // allready checked other side?
           if (  line->validcount == validcount )
           continue;
          
           line->validcount = validcount;
          
           v1 = line->v1;
           v2 = line->v2;
           s1 = P_DivlineSide (  v1->x,  v1->y,   &strace );
           s2 = P_DivlineSide (  v2->x,   v2->y,   &strace );
          
           // line isn't crossed?
           if (  s1 == s2 )
           continue;
          
           divl.x = v1->x;
           divl.y = v1->y;
           divl.dx = v2->x - v1->x;
           divl.dy = v2->y - v1->y;
           s1 = P_DivlineSide (  strace.x,   strace.y,   &divl );
           s2 = P_DivlineSide (  t2x,   t2y,   &divl );
          
           // line isn't crossed?
           if (  s1 == s2 )
           continue;
          
           // stop because it is not two sided anyway
           // might do this after updating validcount?
           if (   !(  line->flags & ML_TWOSIDED )  )
           return false;
          
           // crosses a two sided line
           front = seg->frontsector;
           back = seg->backsector;
          
           // no wall to block sight with?
           if (  front->floorheight == back->floorheight
           && front->ceilingheight == back->ceilingheight )
           continue;
          
           // possible occluder
           // because of ceiling height differences
           if (  front->ceilingheight < back->ceilingheight )
           opentop = front->ceilingheight;
           else
           opentop = back->ceilingheight;
          
           // because of ceiling height differences
           if (  front->floorheight > back->floorheight )
           openbottom = front->floorheight;
           else
           openbottom = back->floorheight;
          
           // quick test for totally closed doors
           if (  openbottom >= opentop )
           return false; // stop
          
           frac = P_InterceptVector2 (  &strace,   &divl );
          
           if (  front->floorheight != back->floorheight )
           {
           slope = FixedDiv (  openbottom - sightzstart ,   frac );
           if (  slope > bottomslope )
           bottomslope = slope;
           }
          
           if (  front->ceilingheight != back->ceilingheight )
           {
           slope = FixedDiv (  opentop - sightzstart ,   frac );
           if (  slope < topslope )
           topslope = slope;
           }
          
           if (  topslope <= bottomslope )
           return false; // stop
           }
           // passed the subsector ok
           return true;
          }
          
          
          
          //
          // P_CrossBSPNode
          // Returns true
          // if strace crosses the given node successfully.
          //
     257  boolean P_CrossBSPNode (  int bspnum )
          {
           node_t* bsp;
           int side;
          
           if (  bspnum & NF_SUBSECTOR )
           {
           if (  bspnum == -1 )
           return P_CrossSubsector (  0 );
           else
           return P_CrossSubsector (  bspnum&(  ~NF_SUBSECTOR ) );
           }
          
           bsp = &nodes[bspnum];
          
           // decide which side the start point is on
           side = P_DivlineSide (  strace.x,   strace.y,   (  divline_t * )bsp );
           if (  side == 2 )
           side = 0; // an "on" should cross both sides
          
           // cross the starting side
           if (  !P_CrossBSPNode (  bsp->children[side] )  )
           return false;
          
           // the partition plane is crossed here
           if (  side == P_DivlineSide (  t2x,   t2y,  (  divline_t * )bsp ) )
           {
           // the line doesn't touch the other side
           return true;
           }
          
           // cross the ending side
           return P_CrossBSPNode (  bsp->children[side^1] );
          }
          
          
          //
          // P_CheckSight
          // Returns true
          // if a straight line between t1 and t2 is unobstructed.
          // Uses REJECT.
          //
          boolean
     300  P_CheckSight
          (   mobj_t* t1,  
           mobj_t* t2  )
          {
           int s1;
           int s2;
           int pnum;
           int bytenum;
           int bitnum;
          
           // First check for trivial rejection.
          
           // Determine subsector entries in REJECT table.
           s1 = (  t1->subsector->sector - sectors );
           s2 = (  t2->subsector->sector - sectors );
           pnum = s1*numsectors + s2;
           bytenum = pnum>>3;
           bitnum = 1 << (  pnum&7 );
          
           // Check in REJECT table.
           if (  rejectmatrix[bytenum]&bitnum )
           {
           sightcounts[0]++;
          
           // can't possibly be connected
           return false;
           }
          
           // An unobstructed LOS is possible.
           // Now look from eyes of t1 to any part of t2.
           sightcounts[1]++;
          
           validcount++;
          
           sightzstart = t1->z + t1->height - (  t1->height>>2 );
           topslope = (  t2->z+t2->height ) - sightzstart;
           bottomslope = (  t2->z ) - sightzstart;
          
           strace.x = t1->x;
           strace.y = t1->y;
           t2x = t2->x;
           t2y = t2->y;
           strace.dx = t2->x - t1->x;
           strace.dy = t2->y - t1->y;
          
           // the head node is the last node output
           return P_CrossBSPNode (  numnodes-1 );
          }
          
          

p_spec.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Implements special effects:
          // Texture animation,   height or lighting changes
          // according to adjacent sectors,   respective
          // utility functions,   etc.
          // Line Tag handling. Line and Sector triggers.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_spec.c,  v 1.6 1997/02/03 22:45:12 b1 Exp $";
          
          #include <stdlib.h>
          
          #include "doomdef.h"
          #include "doomstat.h"
          
          #include "i_system.h"
          #include "z_zone.h"
          #include "m_argv.h"
          #include "m_random.h"
          #include "w_wad.h"
          
          #include "r_local.h"
          #include "p_local.h"
          
          #include "g_game.h"
          
          #include "s_sound.h"
          
          // State.
          #include "r_state.h"
          
          // Data.
          #include "sounds.h"
          
          
          //
          // Animating textures and planes
          // There is another anim_t used in wi_stuff,   unrelated.
          //
          typedef struct
          {
           boolean istexture;
           int picnum;
           int basepic;
           int numpics;
           int speed;
          
          } anim_t;
          
          //
          // source animation definition
          //
          typedef struct
          {
           boolean istexture; // if false,   it is a flat
           char endname[9];
           char startname[9];
           int speed;
          } animdef_t;
          
          
          
          #define MAXANIMS 32
          
          extern anim_t anims[MAXANIMS];
          extern anim_t* lastanim;
          
          //
          // P_InitPicAnims
          //
          
          // Floor/ceiling animation sequences,  
          // defined by first and last frame,  
          // i.e. the flat (  64x64 tile ) name to
          // be used.
          // The full animation sequence is given
          // using all the flats between the start
          // and end entry,   in the order found in
          // the WAD file.
          //
          animdef_t animdefs[] =
          {
           {false,   "NUKAGE3",   "NUKAGE1",   8},  
           {false,   "FWATER4",   "FWATER1",   8},  
           {false,   "SWATER4",   "SWATER1",   8},  
           {false,   "LAVA4",   "LAVA1",   8},  
           {false,   "BLOOD3",   "BLOOD1",   8},  
          
           // DOOM II flat animations.
           {false,   "RROCK08",   "RROCK05",   8},  
           {false,   "SLIME04",   "SLIME01",   8},  
           {false,   "SLIME08",   "SLIME05",   8},  
           {false,   "SLIME12",   "SLIME09",   8},  
          
           {true,   "BLODGR4",   "BLODGR1",   8},  
           {true,   "SLADRIP3",   "SLADRIP1",   8},  
          
           {true,   "BLODRIP4",   "BLODRIP1",   8},  
           {true,   "FIREWALL",   "FIREWALA",   8},  
           {true,   "GSTFONT3",   "GSTFONT1",   8},  
           {true,   "FIRELAVA",   "FIRELAV3",   8},  
           {true,   "FIREMAG3",   "FIREMAG1",   8},  
           {true,   "FIREBLU2",   "FIREBLU1",   8},  
           {true,   "ROCKRED3",   "ROCKRED1",   8},  
          
           {true,   "BFALL4",   "BFALL1",   8},  
           {true,   "SFALL4",   "SFALL1",   8},  
           {true,   "WFALL4",   "WFALL1",   8},  
           {true,   "DBRAIN4",   "DBRAIN1",   8},  
          
           {-1}
          };
          
          anim_t anims[MAXANIMS];
          anim_t* lastanim;
          
          
          //
          // Animating line specials
          //
          #define MAXLINEANIMS 64
          
          extern short numlinespecials;
          extern line_t* linespeciallist[MAXLINEANIMS];
          
          
          
     148  void P_InitPicAnims (  void )
          {
           int i;
          
          
           // Init animation
           lastanim = anims;
           for (  i=0 ; animdefs[i].istexture != -1 ; i++ )
           {
           if (  animdefs[i].istexture )
           {
           // different episode ?
           if (  R_CheckTextureNumForName(  animdefs[i].startname ) == -1 )
           continue;
          
           lastanim->picnum = R_TextureNumForName (  animdefs[i].endname );
           lastanim->basepic = R_TextureNumForName (  animdefs[i].startname );
           }
           else
           {
           if (  W_CheckNumForName(  animdefs[i].startname ) == -1 )
           continue;
          
           lastanim->picnum = R_FlatNumForName (  animdefs[i].endname );
           lastanim->basepic = R_FlatNumForName (  animdefs[i].startname );
           }
          
           lastanim->istexture = animdefs[i].istexture;
           lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
          
           if (  lastanim->numpics < 2 )
           I_Error (  "P_InitPicAnims: bad cycle from %s to %s",  
           animdefs[i].startname,  
           animdefs[i].endname );
          
           lastanim->speed = animdefs[i].speed;
           lastanim++;
           }
          
          }
          
          
          
          //
          // UTILITIES
          //
          
          
          
          //
          // getSide(   )
          // Will return a side_t*
          // given the number of the current sector,  
          // the line number,   and the side (  0/1 ) that you want.
          //
          side_t*
     204  getSide
          (   int currentSector,  
           int line,  
           int side  )
          {
           return &sides[ (  sectors[currentSector].lines[line] )->sidenum[side] ];
          }
          
          
          //
          // getSector(   )
          // Will return a sector_t*
          // given the number of the current sector,  
          // the line number and the side (  0/1 ) that you want.
          //
          sector_t*
     220  getSector
          (   int currentSector,  
           int line,  
           int side  )
          {
           return sides[ (  sectors[currentSector].lines[line] )->sidenum[side] ].sector;
          }
          
          
          //
          // twoSided(   )
          // Given the sector number and the line number,  
          // it will tell you whether the line is two-sided or not.
          //
          int
     235  twoSided
          (   int sector,  
           int line  )
          {
           return (  sectors[sector].lines[line] )->flags & ML_TWOSIDED;
          }
          
          
          
          
          //
          // getNextSector(   )
          // Return sector_t * of sector next to current.
          // NULL if not two-sided line
          //
          sector_t*
     251  getNextSector
          (   line_t* line,  
           sector_t* sec  )
          {
           if (  !(  line->flags & ML_TWOSIDED ) )
           return NULL;
          
           if (  line->frontsector == sec )
           return line->backsector;
          
           return line->frontsector;
          }
          
          
          
          //
          // P_FindLowestFloorSurrounding(   )
          // FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
          //
     270  fixed_t P_FindLowestFloorSurrounding(  sector_t* sec )
          {
           int i;
           line_t* check;
           sector_t* other;
           fixed_t floor = sec->floorheight;
          
           for (  i=0 ;i < sec->linecount ; i++ )
           {
           check = sec->lines[i];
           other = getNextSector(  check,  sec );
          
           if (  !other )
           continue;
          
           if (  other->floorheight < floor )
           floor = other->floorheight;
           }
           return floor;
          }
          
          
          
          //
          // P_FindHighestFloorSurrounding(   )
          // FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
          //
     297  fixed_t P_FindHighestFloorSurrounding(  sector_t *sec )
          {
           int i;
           line_t* check;
           sector_t* other;
           fixed_t floor = -500*FRACUNIT;
          
           for (  i=0 ;i < sec->linecount ; i++ )
           {
           check = sec->lines[i];
           other = getNextSector(  check,  sec );
          
           if (  !other )
           continue;
          
           if (  other->floorheight > floor )
           floor = other->floorheight;
           }
           return floor;
          }
          
          
          
          //
          // P_FindNextHighestFloor
          // FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
          // Note: this should be doable w/o a fixed array.
          
          // 20 adjoining sectors max!
          #define MAX_ADJOINING_SECTORS 20
          
          fixed_t
     329  P_FindNextHighestFloor
          (   sector_t* sec,  
           int currentheight  )
          {
           int i;
           int h;
           int min;
           line_t* check;
           sector_t* other;
           fixed_t height = currentheight;
          
          
           fixed_t heightlist[MAX_ADJOINING_SECTORS];
          
           for (  i=0,   h=0 ;i < sec->linecount ; i++ )
           {
           check = sec->lines[i];
           other = getNextSector(  check,  sec );
          
           if (  !other )
           continue;
          
           if (  other->floorheight > height )
           heightlist[h++] = other->floorheight;
          
           // Check for overflow. Exit.
           if (   h >= MAX_ADJOINING_SECTORS  )
           {
           fprintf(   stderr,  
           "Sector with more than 20 adjoining sectors\n"  );
           break;
           }
           }
          
           // Find lowest height in list
           if (  !h )
           return currentheight;
          
           min = heightlist[0];
          
           // Range checking?
           for (  i = 1;i < h;i++ )
           if (  heightlist[i] < min )
           min = heightlist[i];
          
           return min;
          }
          
          
          //
          // FIND LOWEST CEILING IN THE SURROUNDING SECTORS
          //
          fixed_t
     382  P_FindLowestCeilingSurrounding(  sector_t* sec )
          {
           int i;
           line_t* check;
           sector_t* other;
           fixed_t height = MAXINT;
          
           for (  i=0 ;i < sec->linecount ; i++ )
           {
           check = sec->lines[i];
           other = getNextSector(  check,  sec );
          
           if (  !other )
           continue;
          
           if (  other->ceilingheight < height )
           height = other->ceilingheight;
           }
           return height;
          }
          
          
          //
          // FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
          //
     407  fixed_t P_FindHighestCeilingSurrounding(  sector_t* sec )
          {
           int i;
           line_t* check;
           sector_t* other;
           fixed_t height = 0;
          
           for (  i=0 ;i < sec->linecount ; i++ )
           {
           check = sec->lines[i];
           other = getNextSector(  check,  sec );
          
           if (  !other )
           continue;
          
           if (  other->ceilingheight > height )
           height = other->ceilingheight;
           }
           return height;
          }
          
          
          
          //
          // RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
          //
          int
     434  P_FindSectorFromLineTag
          (   line_t* line,  
           int start  )
          {
           int i;
          
           for (  i=start+1;i<numsectors;i++ )
           if (  sectors[i].tag == line->tag )
           return i;
          
           return -1;
          }
          
          
          
          
          //
          // Find minimum light from an adjacent sector
          //
          int
     454  P_FindMinSurroundingLight
          (   sector_t* sector,  
           int max  )
          {
           int i;
           int min;
           line_t* line;
           sector_t* check;
          
           min = max;
           for (  i=0 ; i < sector->linecount ; i++ )
           {
           line = sector->lines[i];
           check = getNextSector(  line,  sector );
          
           if (  !check )
           continue;
          
           if (  check->lightlevel < min )
           min = check->lightlevel;
           }
           return min;
          }
          
          
          
          //
          // EVENTS
          // Events are operations triggered by using,   crossing,  
          // or shooting special lines,   or by timed thinkers.
          //
          
          //
          // P_CrossSpecialLine - TRIGGER
          // Called every time a thing origin is about
          // to cross a line with a non 0 special.
          //
          void
     492  P_CrossSpecialLine
          (   int linenum,  
           int side,  
           mobj_t* thing  )
          {
           line_t* line;
           int ok;
          
           line = &lines[linenum];
          
           // Triggers that other things can activate
           if (  !thing->player )
           {
           // Things that should NOT trigger specials...
           switch(  thing->type )
           {
           case MT_ROCKET:
           case MT_PLASMA:
           case MT_BFG:
           case MT_TROOPSHOT:
           case MT_HEADSHOT:
           case MT_BRUISERSHOT:
           return;
           break;
          
           default: break;
           }
          
           ok = 0;
           switch(  line->special )
           {
           case 39: // TELEPORT TRIGGER
           case 97: // TELEPORT RETRIGGER
           case 125: // TELEPORT MONSTERONLY TRIGGER
           case 126: // TELEPORT MONSTERONLY RETRIGGER
           case 4: // RAISE DOOR
           case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
           case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
           ok = 1;
           break;
           }
           if (  !ok )
           return;
           }
          
          
           // Note: could use some const's here.
           switch (  line->special )
           {
           // TRIGGERS.
           // All from here to RETRIGGERS.
           case 2:
           // Open Door
           EV_DoDoor(  line,  open );
           line->special = 0;
           break;
          
           case 3:
           // Close Door
           EV_DoDoor(  line,  close );
           line->special = 0;
           break;
          
           case 4:
           // Raise Door
           EV_DoDoor(  line,  normal );
           line->special = 0;
           break;
          
           case 5:
           // Raise Floor
           EV_DoFloor(  line,  raiseFloor );
           line->special = 0;
           break;
          
           case 6:
           // Fast Ceiling Crush & Raise
           EV_DoCeiling(  line,  fastCrushAndRaise );
           line->special = 0;
           break;
          
           case 8:
           // Build Stairs
           EV_BuildStairs(  line,  build8 );
           line->special = 0;
           break;
          
           case 10:
           // PlatDownWaitUp
           EV_DoPlat(  line,  downWaitUpStay,  0 );
           line->special = 0;
           break;
          
           case 12:
           // Light Turn On - brightest near
           EV_LightTurnOn(  line,  0 );
           line->special = 0;
           break;
          
           case 13:
           // Light Turn On 255
           EV_LightTurnOn(  line,  255 );
           line->special = 0;
           break;
          
           case 16:
           // Close Door 30
           EV_DoDoor(  line,  close30ThenOpen );
           line->special = 0;
           break;
          
           case 17:
           // Start Light Strobing
           EV_StartLightStrobing(  line );
           line->special = 0;
           break;
          
           case 19:
           // Lower Floor
           EV_DoFloor(  line,  lowerFloor );
           line->special = 0;
           break;
          
           case 22:
           // Raise floor to nearest height and change texture
           EV_DoPlat(  line,  raiseToNearestAndChange,  0 );
           line->special = 0;
           break;
          
           case 25:
           // Ceiling Crush and Raise
           EV_DoCeiling(  line,  crushAndRaise );
           line->special = 0;
           break;
          
           case 30:
           // Raise floor to shortest texture height
           // on either side of lines.
           EV_DoFloor(  line,  raiseToTexture );
           line->special = 0;
           break;
          
           case 35:
           // Lights Very Dark
           EV_LightTurnOn(  line,  35 );
           line->special = 0;
           break;
          
           case 36:
           // Lower Floor (  TURBO )
           EV_DoFloor(  line,  turboLower );
           line->special = 0;
           break;
          
           case 37:
           // LowerAndChange
           EV_DoFloor(  line,  lowerAndChange );
           line->special = 0;
           break;
          
           case 38:
           // Lower Floor To Lowest
           EV_DoFloor(   line,   lowerFloorToLowest  );
           line->special = 0;
           break;
          
           case 39:
           // TELEPORT!
           EV_Teleport(   line,   side,   thing  );
           line->special = 0;
           break;
          
           case 40:
           // RaiseCeilingLowerFloor
           EV_DoCeiling(   line,   raiseToHighest  );
           EV_DoFloor(   line,   lowerFloorToLowest  );
           line->special = 0;
           break;
          
           case 44:
           // Ceiling Crush
           EV_DoCeiling(   line,   lowerAndCrush  );
           line->special = 0;
           break;
          
           case 52:
           // EXIT!
           G_ExitLevel (   );
           break;
          
           case 53:
           // Perpetual Platform Raise
           EV_DoPlat(  line,  perpetualRaise,  0 );
           line->special = 0;
           break;
          
           case 54:
           // Platform Stop
           EV_StopPlat(  line );
           line->special = 0;
           break;
          
           case 56:
           // Raise Floor Crush
           EV_DoFloor(  line,  raiseFloorCrush );
           line->special = 0;
           break;
          
           case 57:
           // Ceiling Crush Stop
           EV_CeilingCrushStop(  line );
           line->special = 0;
           break;
          
           case 58:
           // Raise Floor 24
           EV_DoFloor(  line,  raiseFloor24 );
           line->special = 0;
           break;
          
           case 59:
           // Raise Floor 24 And Change
           EV_DoFloor(  line,  raiseFloor24AndChange );
           line->special = 0;
           break;
          
           case 104:
           // Turn lights off in sector(  tag )
           EV_TurnTagLightsOff(  line );
           line->special = 0;
           break;
          
           case 108:
           // Blazing Door Raise (  faster than TURBO! )
           EV_DoDoor (  line,  blazeRaise );
           line->special = 0;
           break;
          
           case 109:
           // Blazing Door Open (  faster than TURBO! )
           EV_DoDoor (  line,  blazeOpen );
           line->special = 0;
           break;
          
           case 100:
           // Build Stairs Turbo 16
           EV_BuildStairs(  line,  turbo16 );
           line->special = 0;
           break;
          
           case 110:
           // Blazing Door Close (  faster than TURBO! )
           EV_DoDoor (  line,  blazeClose );
           line->special = 0;
           break;
          
           case 119:
           // Raise floor to nearest surr. floor
           EV_DoFloor(  line,  raiseFloorToNearest );
           line->special = 0;
           break;
          
           case 121:
           // Blazing PlatDownWaitUpStay
           EV_DoPlat(  line,  blazeDWUS,  0 );
           line->special = 0;
           break;
          
           case 124:
           // Secret EXIT
           G_SecretExitLevel (   );
           break;
          
           case 125:
           // TELEPORT MonsterONLY
           if (  !thing->player )
           {
           EV_Teleport(   line,   side,   thing  );
           line->special = 0;
           }
           break;
          
           case 130:
           // Raise Floor Turbo
           EV_DoFloor(  line,  raiseFloorTurbo );
           line->special = 0;
           break;
          
           case 141:
           // Silent Ceiling Crush & Raise
           EV_DoCeiling(  line,  silentCrushAndRaise );
           line->special = 0;
           break;
          
           // RETRIGGERS. All from here till end.
           case 72:
           // Ceiling Crush
           EV_DoCeiling(   line,   lowerAndCrush  );
           break;
          
           case 73:
           // Ceiling Crush and Raise
           EV_DoCeiling(  line,  crushAndRaise );
           break;
          
           case 74:
           // Ceiling Crush Stop
           EV_CeilingCrushStop(  line );
           break;
          
           case 75:
           // Close Door
           EV_DoDoor(  line,  close );
           break;
          
           case 76:
           // Close Door 30
           EV_DoDoor(  line,  close30ThenOpen );
           break;
          
           case 77:
           // Fast Ceiling Crush & Raise
           EV_DoCeiling(  line,  fastCrushAndRaise );
           break;
          
           case 79:
           // Lights Very Dark
           EV_LightTurnOn(  line,  35 );
           break;
          
           case 80:
           // Light Turn On - brightest near
           EV_LightTurnOn(  line,  0 );
           break;
          
           case 81:
           // Light Turn On 255
           EV_LightTurnOn(  line,  255 );
           break;
          
           case 82:
           // Lower Floor To Lowest
           EV_DoFloor(   line,   lowerFloorToLowest  );
           break;
          
           case 83:
           // Lower Floor
           EV_DoFloor(  line,  lowerFloor );
           break;
          
           case 84:
           // LowerAndChange
           EV_DoFloor(  line,  lowerAndChange );
           break;
          
           case 86:
           // Open Door
           EV_DoDoor(  line,  open );
           break;
          
           case 87:
           // Perpetual Platform Raise
           EV_DoPlat(  line,  perpetualRaise,  0 );
           break;
          
           case 88:
           // PlatDownWaitUp
           EV_DoPlat(  line,  downWaitUpStay,  0 );
           break;
          
           case 89:
           // Platform Stop
           EV_StopPlat(  line );
           break;
          
           case 90:
           // Raise Door
           EV_DoDoor(  line,  normal );
           break;
          
           case 91:
           // Raise Floor
           EV_DoFloor(  line,  raiseFloor );
           break;
          
           case 92:
           // Raise Floor 24
           EV_DoFloor(  line,  raiseFloor24 );
           break;
          
           case 93:
           // Raise Floor 24 And Change
           EV_DoFloor(  line,  raiseFloor24AndChange );
           break;
          
           case 94:
           // Raise Floor Crush
           EV_DoFloor(  line,  raiseFloorCrush );
           break;
          
           case 95:
           // Raise floor to nearest height
           // and change texture.
           EV_DoPlat(  line,  raiseToNearestAndChange,  0 );
           break;
          
           case 96:
           // Raise floor to shortest texture height
           // on either side of lines.
           EV_DoFloor(  line,  raiseToTexture );
           break;
          
           case 97:
           // TELEPORT!
           EV_Teleport(   line,   side,   thing  );
           break;
          
           case 98:
           // Lower Floor (  TURBO )
           EV_DoFloor(  line,  turboLower );
           break;
          
           case 105:
           // Blazing Door Raise (  faster than TURBO! )
           EV_DoDoor (  line,  blazeRaise );
           break;
          
           case 106:
           // Blazing Door Open (  faster than TURBO! )
           EV_DoDoor (  line,  blazeOpen );
           break;
          
           case 107:
           // Blazing Door Close (  faster than TURBO! )
           EV_DoDoor (  line,  blazeClose );
           break;
          
           case 120:
           // Blazing PlatDownWaitUpStay.
           EV_DoPlat(  line,  blazeDWUS,  0 );
           break;
          
           case 126:
           // TELEPORT MonsterONLY.
           if (  !thing->player )
           EV_Teleport(   line,   side,   thing  );
           break;
          
           case 128:
           // Raise To Nearest Floor
           EV_DoFloor(  line,  raiseFloorToNearest );
           break;
          
           case 129:
           // Raise Floor Turbo
           EV_DoFloor(  line,  raiseFloorTurbo );
           break;
           }
          }
          
          
          
          //
          // P_ShootSpecialLine - IMPACT SPECIALS
          // Called when a thing shoots a special line.
          //
          void
     959  P_ShootSpecialLine
          (   mobj_t* thing,  
           line_t* line  )
          {
           int ok;
          
           // Impacts that other things can activate.
           if (  !thing->player )
           {
           ok = 0;
           switch(  line->special )
           {
           case 46:
           // OPEN DOOR IMPACT
           ok = 1;
           break;
           }
           if (  !ok )
           return;
           }
          
           switch(  line->special )
           {
           case 24:
           // RAISE FLOOR
           EV_DoFloor(  line,  raiseFloor );
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 46:
           // OPEN DOOR
           EV_DoDoor(  line,  open );
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 47:
           // RAISE FLOOR NEAR AND CHANGE
           EV_DoPlat(  line,  raiseToNearestAndChange,  0 );
           P_ChangeSwitchTexture(  line,  0 );
           break;
           }
          }
          
          
          
          //
          // P_PlayerInSpecialSector
          // Called every tic frame
          // that the player origin is in a special sector
          //
    1009  void P_PlayerInSpecialSector (  player_t* player )
          {
           sector_t* sector;
          
           sector = player->mo->subsector->sector;
          
           // Falling,   not all the way down yet?
           if (  player->mo->z != sector->floorheight )
           return;
          
           // Has hitten ground.
           switch (  sector->special )
           {
           case 5:
           // HELLSLIME DAMAGE
           if (  !player->powers[pw_ironfeet] )
           if (  !(  leveltime&0x1f ) )
           P_DamageMobj (  player->mo,   NULL,   NULL,   10 );
           break;
          
           case 7:
           // NUKAGE DAMAGE
           if (  !player->powers[pw_ironfeet] )
           if (  !(  leveltime&0x1f ) )
           P_DamageMobj (  player->mo,   NULL,   NULL,   5 );
           break;
          
           case 16:
           // SUPER HELLSLIME DAMAGE
           case 4:
           // STROBE HURT
           if (  !player->powers[pw_ironfeet]
           || (  P_Random(   )<5 )  )
           {
           if (  !(  leveltime&0x1f ) )
           P_DamageMobj (  player->mo,   NULL,   NULL,   20 );
           }
           break;
          
           case 9:
           // SECRET SECTOR
           player->secretcount++;
           sector->special = 0;
           break;
          
           case 11:
           // EXIT SUPER DAMAGE! (  for E1M8 finale )
           player->cheats &= ~CF_GODMODE;
          
           if (  !(  leveltime&0x1f ) )
           P_DamageMobj (  player->mo,   NULL,   NULL,   20 );
          
           if (  player->health <= 10 )
           G_ExitLevel(   );
           break;
          
           default:
           I_Error (  "P_PlayerInSpecialSector: "
           "unknown special %i",  
           sector->special );
           break;
           };
          }
          
          
          
          
          //
          // P_UpdateSpecials
          // Animate planes,   scroll walls,   etc.
          //
          boolean levelTimer;
          int levelTimeCount;
          
    1083  void P_UpdateSpecials (  void )
          {
           anim_t* anim;
           int pic;
           int i;
           line_t* line;
          
          
           // LEVEL TIMER
           if (  levelTimer == true )
           {
           levelTimeCount--;
           if (  !levelTimeCount )
           G_ExitLevel(   );
           }
          
           // ANIMATE FLATS AND TEXTURES GLOBALLY
           for (  anim = anims ; anim < lastanim ; anim++ )
           {
           for (  i=anim->basepic ; i<anim->basepic+anim->numpics ; i++ )
           {
           pic = anim->basepic + (   (  leveltime/anim->speed + i )%anim->numpics  );
           if (  anim->istexture )
           texturetranslation[i] = pic;
           else
           flattranslation[i] = pic;
           }
           }
          
          
           // ANIMATE LINE SPECIALS
           for (  i = 0; i < numlinespecials; i++ )
           {
           line = linespeciallist[i];
           switch(  line->special )
           {
           case 48:
           // EFFECT FIRSTCOL SCROLL +
           sides[line->sidenum[0]].textureoffset += FRACUNIT;
           break;
           }
           }
          
          
           // DO BUTTONS
           for (  i = 0; i < MAXBUTTONS; i++ )
           if (  buttonlist[i].btimer )
           {
           buttonlist[i].btimer--;
           if (  !buttonlist[i].btimer )
           {
           switch(  buttonlist[i].where )
           {
           case top:
           sides[buttonlist[i].line->sidenum[0]].toptexture =
           buttonlist[i].btexture;
           break;
          
           case middle:
           sides[buttonlist[i].line->sidenum[0]].midtexture =
           buttonlist[i].btexture;
           break;
          
           case bottom:
           sides[buttonlist[i].line->sidenum[0]].bottomtexture =
           buttonlist[i].btexture;
           break;
           }
           S_StartSound(  (  mobj_t * )&buttonlist[i].soundorg,  sfx_swtchn );
           memset(  &buttonlist[i],  0,  sizeof(  button_t ) );
           }
           }
          
          }
          
          
          
          //
          // Special Stuff that can not be categorized
          //
    1163  int EV_DoDonut(  line_t* line )
          {
           sector_t* s1;
           sector_t* s2;
           sector_t* s3;
           int secnum;
           int rtn;
           int i;
           floormove_t* floor;
          
           secnum = -1;
           rtn = 0;
           while (  (  secnum = P_FindSectorFromLineTag(  line,  secnum ) ) >= 0 )
           {
           s1 = &sectors[secnum];
          
           // ALREADY MOVING? IF SO,   KEEP GOING...
           if (  s1->specialdata )
           continue;
          
           rtn = 1;
           s2 = getNextSector(  s1->lines[0],  s1 );
           for (  i = 0;i < s2->linecount;i++ )
           {
           if (  (  !s2->lines[i]->flags & ML_TWOSIDED ) ||
           (  s2->lines[i]->backsector == s1 ) )
           continue;
           s3 = s2->lines[i]->backsector;
          
           // Spawn rising slime
           floor = Z_Malloc (  sizeof(  *floor ),   PU_LEVSPEC,   0 );
           P_AddThinker (  &floor->thinker );
           s2->specialdata = floor;
           floor->thinker.function.acp1 = (  actionf_p1 ) T_MoveFloor;
           floor->type = donutRaise;
           floor->crush = false;
           floor->direction = 1;
           floor->sector = s2;
           floor->speed = FLOORSPEED / 2;
           floor->texture = s3->floorpic;
           floor->newspecial = 0;
           floor->floordestheight = s3->floorheight;
          
           // Spawn lowering donut-hole
           floor = Z_Malloc (  sizeof(  *floor ),   PU_LEVSPEC,   0 );
           P_AddThinker (  &floor->thinker );
           s1->specialdata = floor;
           floor->thinker.function.acp1 = (  actionf_p1 ) T_MoveFloor;
           floor->type = lowerFloor;
           floor->crush = false;
           floor->direction = -1;
           floor->sector = s1;
           floor->speed = FLOORSPEED / 2;
           floor->floordestheight = s3->floorheight;
           break;
           }
           }
           return rtn;
          }
          
          
          
          //
          // SPECIAL SPAWNING
          //
          
          //
          // P_SpawnSpecials
          // After the map has been loaded,   scan for specials
          // that spawn thinkers
          //
          short numlinespecials;
          line_t* linespeciallist[MAXLINEANIMS];
          
          
          // Parses command line parameters.
    1239  void P_SpawnSpecials (  void )
          {
           sector_t* sector;
           int i;
           int episode;
          
           episode = 1;
           if (  W_CheckNumForName(  "texture2" ) >= 0 )
           episode = 2;
          
          
           // See if -TIMER needs to be used.
           levelTimer = false;
          
           i = M_CheckParm(  "-avg" );
           if (  i && deathmatch )
           {
           levelTimer = true;
           levelTimeCount = 20 * 60 * 35;
           }
          
           i = M_CheckParm(  "-timer" );
           if (  i && deathmatch )
           {
           int time;
           time = atoi(  myargv[i+1] ) * 60 * 35;
           levelTimer = true;
           levelTimeCount = time;
           }
          
           // Init special SECTORs.
           sector = sectors;
           for (  i=0 ; i<numsectors ; i++,   sector++ )
           {
           if (  !sector->special )
           continue;
          
           switch (  sector->special )
           {
           case 1:
           // FLICKERING LIGHTS
           P_SpawnLightFlash (  sector );
           break;
          
           case 2:
           // STROBE FAST
           P_SpawnStrobeFlash(  sector,  FASTDARK,  0 );
           break;
          
           case 3:
           // STROBE SLOW
           P_SpawnStrobeFlash(  sector,  SLOWDARK,  0 );
           break;
          
           case 4:
           // STROBE FAST/DEATH SLIME
           P_SpawnStrobeFlash(  sector,  FASTDARK,  0 );
           sector->special = 4;
           break;
          
           case 8:
           // GLOWING LIGHT
           P_SpawnGlowingLight(  sector );
           break;
           case 9:
           // SECRET SECTOR
           totalsecret++;
           break;
          
           case 10:
           // DOOR CLOSE IN 30 SECONDS
           P_SpawnDoorCloseIn30 (  sector );
           break;
          
           case 12:
           // SYNC STROBE SLOW
           P_SpawnStrobeFlash (  sector,   SLOWDARK,   1 );
           break;
          
           case 13:
           // SYNC STROBE FAST
           P_SpawnStrobeFlash (  sector,   FASTDARK,   1 );
           break;
          
           case 14:
           // DOOR RAISE IN 5 MINUTES
           P_SpawnDoorRaiseIn5Mins (  sector,   i );
           break;
          
           case 17:
           P_SpawnFireFlicker(  sector );
           break;
           }
           }
          
          
           // Init line EFFECTs
           numlinespecials = 0;
           for (  i = 0;i < numlines; i++ )
           {
           switch(  lines[i].special )
           {
           case 48:
           // EFFECT FIRSTCOL SCROLL+
           linespeciallist[numlinespecials] = &lines[i];
           numlinespecials++;
           break;
           }
           }
          
          
           // Init other misc stuff
           for (  i = 0;i < MAXCEILINGS;i++ )
           activeceilings[i] = NULL;
          
           for (  i = 0;i < MAXPLATS;i++ )
           activeplats[i] = NULL;
          
           for (  i = 0;i < MAXBUTTONS;i++ )
           memset(  &buttonlist[i],  0,  sizeof(  button_t ) );
          
           // UNUSED: no horizonal sliders.
           // P_InitSlidingDoorFrames(   );
          }

p_spec.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION: none
          // Implements special effects:
          // Texture animation,   height or lighting changes
          // according to adjacent sectors,   respective
          // utility functions,   etc.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __P_SPEC__
          #define __P_SPEC__
          
          
          //
          // End-level timer (  -TIMER option )
          //
          extern boolean levelTimer;
          extern int levelTimeCount;
          
          
          // Define values for map objects
          #define MO_TELEPORTMAN 14
          
          
          // at game start
      42  void P_InitPicAnims (  void );
          
          // at map load
      45  void P_SpawnSpecials (  void );
          
          // every tic
      48  void P_UpdateSpecials (  void );
          
          // when needed
          boolean
      52  P_UseSpecialLine
          (   mobj_t* thing,  
           line_t* line,  
           int side  );
          
          void
      58  P_ShootSpecialLine
          (   mobj_t* thing,  
           line_t* line  );
          
          void
      63  P_CrossSpecialLine
          (   int linenum,  
           int side,  
           mobj_t* thing  );
          
      68  void P_PlayerInSpecialSector (  player_t* player );
          
          int
      71  twoSided
          (   int sector,  
           int line  );
          
          sector_t*
      76  getSector
          (   int currentSector,  
           int line,  
           int side  );
          
          side_t*
      82  getSide
          (   int currentSector,  
           int line,  
           int side  );
          
      87  fixed_t P_FindLowestFloorSurrounding(  sector_t* sec );
      88  fixed_t P_FindHighestFloorSurrounding(  sector_t* sec );
          
          fixed_t
      91  P_FindNextHighestFloor
          (   sector_t* sec,  
           int currentheight  );
          
      95  fixed_t P_FindLowestCeilingSurrounding(  sector_t* sec );
      96  fixed_t P_FindHighestCeilingSurrounding(  sector_t* sec );
          
          int
      99  P_FindSectorFromLineTag
          (   line_t* line,  
           int start  );
          
          int
     104  P_FindMinSurroundingLight
          (   sector_t* sector,  
           int max  );
          
          sector_t*
     109  getNextSector
          (   line_t* line,  
           sector_t* sec  );
          
          
          //
          // SPECIAL
          //
     117  int EV_DoDonut(  line_t* line );
          
          
          
          //
          // P_LIGHTS
          //
          typedef struct
          {
           thinker_t thinker;
           sector_t* sector;
           int count;
           int maxlight;
           int minlight;
          
          } fireflicker_t;
          
          
          
          typedef struct
          {
           thinker_t thinker;
           sector_t* sector;
           int count;
           int maxlight;
           int minlight;
           int maxtime;
           int mintime;
          
          } lightflash_t;
          
          
          
          typedef struct
          {
           thinker_t thinker;
           sector_t* sector;
           int count;
           int minlight;
           int maxlight;
           int darktime;
           int brighttime;
          
          } strobe_t;
          
          
          
          
          typedef struct
          {
           thinker_t thinker;
           sector_t* sector;
           int minlight;
           int maxlight;
           int direction;
          
          } glow_t;
          
          
          #define GLOWSPEED 8
          #define STROBEBRIGHT 5
          #define FASTDARK 15
          #define SLOWDARK 35
          
     181  void P_SpawnFireFlicker (  sector_t* sector );
     182  void T_LightFlash (  lightflash_t* flash );
     183  void P_SpawnLightFlash (  sector_t* sector );
     184  void T_StrobeFlash (  strobe_t* flash );
          
          void
     187  P_SpawnStrobeFlash
          (   sector_t* sector,  
           int fastOrSlow,  
           int inSync  );
          
     192  void EV_StartLightStrobing(  line_t* line );
     193  void EV_TurnTagLightsOff(  line_t* line );
          
          void
     196  EV_LightTurnOn
          (   line_t* line,  
           int bright  );
          
     200  void T_Glow(  glow_t* g );
     201  void P_SpawnGlowingLight(  sector_t* sector );
          
          
          
          
          //
          // P_SWITCH
          //
          typedef struct
          {
           char name1[9];
           char name2[9];
           short episode;
          
          } switchlist_t;
          
          
          typedef enum
          {
           top,  
           middle,  
           bottom
          
          } bwhere_e;
          
          
          typedef struct
          {
           line_t* line;
           bwhere_e where;
           int btexture;
           int btimer;
           mobj_t* soundorg;
          
          } button_t;
          
          
          
          
           // max # of wall switches in a level
          #define MAXSWITCHES 50
          
           // 4 players,   4 buttons each at once,   max.
          #define MAXBUTTONS 16
          
           // 1 second,   in ticks.
          #define BUTTONTIME 35
          
          extern button_t buttonlist[MAXBUTTONS];
          
          void
     252  P_ChangeSwitchTexture
          (   line_t* line,  
           int useAgain  );
          
     256  void P_InitSwitchList(  void );
          
          
          //
          // P_PLATS
          //
          typedef enum
          {
           up,  
           down,  
           waiting,  
           in_stasis
          
          } plat_e;
          
          
          
          typedef enum
          {
           perpetualRaise,  
           downWaitUpStay,  
           raiseAndChange,  
           raiseToNearestAndChange,  
           blazeDWUS
          
          } plattype_e;
          
          
          
          typedef struct
          {
           thinker_t thinker;
           sector_t* sector;
           fixed_t speed;
           fixed_t low;
           fixed_t high;
           int wait;
           int count;
           plat_e status;
           plat_e oldstatus;
           boolean crush;
           int tag;
           plattype_e type;
          
          } plat_t;
          
          
          
          #define PLATWAIT 3
          #define PLATSPEED FRACUNIT
          #define MAXPLATS 30
          
          
          extern plat_t* activeplats[MAXPLATS];
          
     311  void T_PlatRaise(  plat_t* plat );
          
          int
     314  EV_DoPlat
          (   line_t* line,  
           plattype_e type,  
           int amount  );
          
     319  void P_AddActivePlat(  plat_t* plat );
     320  void P_RemoveActivePlat(  plat_t* plat );
     321  void EV_StopPlat(  line_t* line );
     322  void P_ActivateInStasis(  int tag );
          
          
          //
          // P_DOORS
          //
          typedef enum
          {
           normal,  
           close30ThenOpen,  
           close,  
           open,  
           raiseIn5Mins,  
           blazeRaise,  
           blazeOpen,  
           blazeClose
          
          } vldoor_e;
          
          
          
          typedef struct
          {
           thinker_t thinker;
           vldoor_e type;
           sector_t* sector;
           fixed_t topheight;
           fixed_t speed;
          
           // 1 = up,   0 = waiting at top,   -1 = down
           int direction;
          
           // tics to wait at the top
           int topwait;
           // (  keep in case a door going down is reset )
           // when it reaches 0,   start going down
           int topcountdown;
          
          } vldoor_t;
          
          
          
          #define VDOORSPEED FRACUNIT*2
          #define VDOORWAIT 150
          
          void
     368  EV_VerticalDoor
          (   line_t* line,  
           mobj_t* thing  );
          
          int
     373  EV_DoDoor
          (   line_t* line,  
           vldoor_e type  );
          
          int
     378  EV_DoLockedDoor
          (   line_t* line,  
           vldoor_e type,  
           mobj_t* thing  );
          
     383  void T_VerticalDoor (  vldoor_t* door );
     384  void P_SpawnDoorCloseIn30 (  sector_t* sec );
          
          void
     387  P_SpawnDoorRaiseIn5Mins
          (   sector_t* sec,  
           int secnum  );
          
          
          
          #if 0 // UNUSED
          //
          // Sliding doors...
          //
          typedef enum
          {
           sd_opening,  
           sd_waiting,  
           sd_closing
          
          } sd_e;
          
          
          
          typedef enum
          {
           sdt_openOnly,  
           sdt_closeOnly,  
           sdt_openAndClose
          
          } sdt_e;
          
          
          
          
          typedef struct
          {
           thinker_t thinker;
           sdt_e type;
           line_t* line;
           int frame;
           int whichDoorIndex;
           int timer;
           sector_t* frontsector;
           sector_t* backsector;
           sd_e status;
          
          } slidedoor_t;
          
          
          
          typedef struct
          {
           char frontFrame1[9];
           char frontFrame2[9];
           char frontFrame3[9];
           char frontFrame4[9];
           char backFrame1[9];
           char backFrame2[9];
           char backFrame3[9];
           char backFrame4[9];
          
          } slidename_t;
          
          
          
          typedef struct
          {
           int frontFrames[4];
           int backFrames[4];
          
          } slideframe_t;
          
          
          
          // how many frames of animation
          #define SNUMFRAMES 4
          
          #define SDOORWAIT 35*3
          #define SWAITTICS 4
          
          // how many diff. types of anims
          #define MAXSLIDEDOORS 5
          
     467  void P_InitSlidingDoorFrames(  void );
          
          void
     470  EV_SlidingDoor
          (   line_t* line,  
           mobj_t* thing  );
          #endif
          
          
          
          //
          // P_CEILNG
          //
          typedef enum
          {
           lowerToFloor,  
           raiseToHighest,  
           lowerAndCrush,  
           crushAndRaise,  
           fastCrushAndRaise,  
           silentCrushAndRaise
          
          } ceiling_e;
          
          
          
          typedef struct
          {
           thinker_t thinker;
           ceiling_e type;
           sector_t* sector;
           fixed_t bottomheight;
           fixed_t topheight;
           fixed_t speed;
           boolean crush;
          
           // 1 = up,   0 = waiting,   -1 = down
           int direction;
          
           // ID
           int tag;
           int olddirection;
          
          } ceiling_t;
          
          
          
          
          
          #define CEILSPEED FRACUNIT
          #define CEILWAIT 150
          #define MAXCEILINGS 30
          
          extern ceiling_t* activeceilings[MAXCEILINGS];
          
          int
     523  EV_DoCeiling
          (   line_t* line,  
           ceiling_e type  );
          
     527  void T_MoveCeiling (  ceiling_t* ceiling );
     528  void P_AddActiveCeiling(  ceiling_t* c );
     529  void P_RemoveActiveCeiling(  ceiling_t* c );
     530  int EV_CeilingCrushStop(  line_t* line );
     531  void P_ActivateInStasisCeiling(  line_t* line );
          
          
          //
          // P_FLOOR
          //
          typedef enum
          {
           // lower floor to highest surrounding floor
           lowerFloor,  
          
           // lower floor to lowest surrounding floor
           lowerFloorToLowest,  
          
           // lower floor to highest surrounding floor VERY FAST
           turboLower,  
          
           // raise floor to lowest surrounding CEILING
           raiseFloor,  
          
           // raise floor to next highest surrounding floor
           raiseFloorToNearest,  
          
           // raise floor to shortest height texture around it
           raiseToTexture,  
          
           // lower floor to lowest surrounding floor
           // and change floorpic
           lowerAndChange,  
          
           raiseFloor24,  
           raiseFloor24AndChange,  
           raiseFloorCrush,  
          
           // raise to next highest floor,   turbo-speed
           raiseFloorTurbo,  
           donutRaise,  
           raiseFloor512
          
          } floor_e;
          
          
          
          
          typedef enum
          {
           build8,   // slowly build by 8
           turbo16 // quickly build by 16
          
          } stair_e;
          
          
          
          typedef struct
          {
           thinker_t thinker;
           floor_e type;
           boolean crush;
           sector_t* sector;
           int direction;
           int newspecial;
           short texture;
           fixed_t floordestheight;
           fixed_t speed;
          
          } floormove_t;
          
          
          
          #define FLOORSPEED FRACUNIT
          
          typedef enum
          {
           ok,  
           crushed,  
           pastdest
          
          } result_e;
          
          result_e
     611  T_MovePlane
          (   sector_t* sector,  
           fixed_t speed,  
           fixed_t dest,  
           boolean crush,  
           int floorOrCeiling,  
           int direction  );
          
          int
     620  EV_BuildStairs
          (   line_t* line,  
           stair_e type  );
          
          int
     625  EV_DoFloor
          (   line_t* line,  
           floor_e floortype  );
          
     629  void T_MoveFloor(   floormove_t* floor );
          
          //
          // P_TELEPT
          //
          int
     635  EV_Teleport
          (   line_t* line,  
           int side,  
           mobj_t* thing  );
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

p_switch.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Switches,   buttons. Two-state animation. Exits.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_switch.c,  v 1.3 1997/01/28 22:08:29 b1 Exp $";
          
          
          #include "i_system.h"
          #include "doomdef.h"
          #include "p_local.h"
          
          #include "g_game.h"
          
          #include "s_sound.h"
          
          // Data.
          #include "sounds.h"
          
          // State.
          #include "doomstat.h"
          #include "r_state.h"
          
          
          //
          // CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
          //
          switchlist_t alphSwitchList[] =
          {
           // Doom shareware episode 1 switches
           {"SW1BRCOM",   "SW2BRCOM",   1},  
           {"SW1BRN1",   "SW2BRN1",   1},  
           {"SW1BRN2",   "SW2BRN2",   1},  
           {"SW1BRNGN",   "SW2BRNGN",   1},  
           {"SW1BROWN",   "SW2BROWN",   1},  
           {"SW1COMM",   "SW2COMM",   1},  
           {"SW1COMP",   "SW2COMP",   1},  
           {"SW1DIRT",   "SW2DIRT",   1},  
           {"SW1EXIT",   "SW2EXIT",   1},  
           {"SW1GRAY",   "SW2GRAY",   1},  
           {"SW1GRAY1",   "SW2GRAY1",   1},  
           {"SW1METAL",   "SW2METAL",   1},  
           {"SW1PIPE",   "SW2PIPE",   1},  
           {"SW1SLAD",   "SW2SLAD",   1},  
           {"SW1STARG",   "SW2STARG",   1},  
           {"SW1STON1",   "SW2STON1",   1},  
           {"SW1STON2",   "SW2STON2",   1},  
           {"SW1STONE",   "SW2STONE",   1},  
           {"SW1STRTN",   "SW2STRTN",   1},  
          
           // Doom registered episodes 2&3 switches
           {"SW1BLUE",   "SW2BLUE",   2},  
           {"SW1CMT",   "SW2CMT",   2},  
           {"SW1GARG",   "SW2GARG",   2},  
           {"SW1GSTON",   "SW2GSTON",   2},  
           {"SW1HOT",   "SW2HOT",   2},  
           {"SW1LION",   "SW2LION",   2},  
           {"SW1SATYR",   "SW2SATYR",   2},  
           {"SW1SKIN",   "SW2SKIN",   2},  
           {"SW1VINE",   "SW2VINE",   2},  
           {"SW1WOOD",   "SW2WOOD",   2},  
          
           // Doom II switches
           {"SW1PANEL",   "SW2PANEL",   3},  
           {"SW1ROCK",   "SW2ROCK",   3},  
           {"SW1MET2",   "SW2MET2",   3},  
           {"SW1WDMET",   "SW2WDMET",   3},  
           {"SW1BRIK",   "SW2BRIK",   3},  
           {"SW1MOD1",   "SW2MOD1",   3},  
           {"SW1ZIM",   "SW2ZIM",   3},  
           {"SW1STON6",   "SW2STON6",   3},  
           {"SW1TEK",   "SW2TEK",   3},  
           {"SW1MARB",   "SW2MARB",   3},  
           {"SW1SKULL",   "SW2SKULL",   3},  
          
           {"\0",   "\0",   0}
          };
          
          int switchlist[MAXSWITCHES * 2];
          int numswitches;
          button_t buttonlist[MAXBUTTONS];
          
          //
          // P_InitSwitchList
          // Only called at game initialization.
          //
     107  void P_InitSwitchList(  void )
          {
           int i;
           int index;
           int episode;
          
           episode = 1;
          
           if (  gamemode == registered )
           episode = 2;
           else
           if (   gamemode == commercial  )
           episode = 3;
          
           for (  index = 0,  i = 0;i < MAXSWITCHES;i++ )
           {
           if (  !alphSwitchList[i].episode )
           {
           numswitches = index/2;
           switchlist[index] = -1;
           break;
           }
          
           if (  alphSwitchList[i].episode <= episode )
           {
          #if 0 // UNUSED - debug?
           int value;
          
           if (  R_CheckTextureNumForName(  alphSwitchList[i].name1 ) < 0 )
           {
           I_Error(  "Can't find switch texture '%s'!",  
           alphSwitchList[i].name1 );
           continue;
           }
          
           value = R_TextureNumForName(  alphSwitchList[i].name1 );
          #endif
           switchlist[index++] = R_TextureNumForName(  alphSwitchList[i].name1 );
           switchlist[index++] = R_TextureNumForName(  alphSwitchList[i].name2 );
           }
           }
          }
          
          
          //
          // Start a button counting down till it turns off.
          //
          void
     155  P_StartButton
          (   line_t* line,  
           bwhere_e w,  
           int texture,  
           int time  )
          {
           int i;
          
           // See if button is already pressed
           for (  i = 0;i < MAXBUTTONS;i++ )
           {
           if (  buttonlist[i].btimer
           && buttonlist[i].line == line )
           {
          
           return;
           }
           }
          
          
          
           for (  i = 0;i < MAXBUTTONS;i++ )
           {
           if (  !buttonlist[i].btimer )
           {
           buttonlist[i].line = line;
           buttonlist[i].where = w;
           buttonlist[i].btexture = texture;
           buttonlist[i].btimer = time;
           buttonlist[i].soundorg = (  mobj_t * )&line->frontsector->soundorg;
           return;
           }
           }
          
           I_Error(  "P_StartButton: no button slots left!" );
          }
          
          
          
          
          
          //
          // Function that changes wall texture.
          // Tell it if switch is ok to use again (  1=yes,   it's a button ).
          //
          void
     201  P_ChangeSwitchTexture
          (   line_t* line,  
           int useAgain  )
          {
           int texTop;
           int texMid;
           int texBot;
           int i;
           int sound;
          
           if (  !useAgain )
           line->special = 0;
          
           texTop = sides[line->sidenum[0]].toptexture;
           texMid = sides[line->sidenum[0]].midtexture;
           texBot = sides[line->sidenum[0]].bottomtexture;
          
           sound = sfx_swtchn;
          
           // EXIT SWITCH?
           if (  line->special == 11 )
           sound = sfx_swtchx;
          
           for (  i = 0;i < numswitches*2;i++ )
           {
           if (  switchlist[i] == texTop )
           {
           S_StartSound(  buttonlist->soundorg,  sound );
           sides[line->sidenum[0]].toptexture = switchlist[i^1];
          
           if (  useAgain )
           P_StartButton(  line,  top,  switchlist[i],  BUTTONTIME );
          
           return;
           }
           else
           {
           if (  switchlist[i] == texMid )
           {
           S_StartSound(  buttonlist->soundorg,  sound );
           sides[line->sidenum[0]].midtexture = switchlist[i^1];
          
           if (  useAgain )
           P_StartButton(  line,   middle,  switchlist[i],  BUTTONTIME );
          
           return;
           }
           else
           {
           if (  switchlist[i] == texBot )
           {
           S_StartSound(  buttonlist->soundorg,  sound );
           sides[line->sidenum[0]].bottomtexture = switchlist[i^1];
          
           if (  useAgain )
           P_StartButton(  line,   bottom,  switchlist[i],  BUTTONTIME );
          
           return;
           }
           }
           }
           }
          }
          
          
          
          
          
          
          //
          // P_UseSpecialLine
          // Called when a thing uses a special line.
          // Only the front sides of lines are usable.
          //
          boolean
     276  P_UseSpecialLine
          (   mobj_t* thing,  
           line_t* line,  
           int side  )
          {
          
           // Err...
           // Use the back sides of VERY SPECIAL lines...
           if (  side )
           {
           switch(  line->special )
           {
           case 124:
           // Sliding door open&close
           // UNUSED?
           break;
          
           default:
           return false;
           break;
           }
           }
          
          
           // Switches that other things can activate.
           if (  !thing->player )
           {
           // never open secret doors
           if (  line->flags & ML_SECRET )
           return false;
          
           switch(  line->special )
           {
           case 1: // MANUAL DOOR RAISE
           case 32: // MANUAL BLUE
           case 33: // MANUAL RED
           case 34: // MANUAL YELLOW
           break;
          
           default:
           return false;
           break;
           }
           }
          
          
           // do something
           switch (  line->special )
           {
           // MANUALS
           case 1: // Vertical Door
           case 26: // Blue Door/Locked
           case 27: // Yellow Door /Locked
           case 28: // Red Door /Locked
          
           case 31: // Manual door open
           case 32: // Blue locked door open
           case 33: // Red locked door open
           case 34: // Yellow locked door open
          
           case 117: // Blazing door raise
           case 118: // Blazing door open
           EV_VerticalDoor (  line,   thing );
           break;
          
           //UNUSED - Door Slide Open&Close
           // case 124:
           // EV_SlidingDoor (  line,   thing );
           // break;
          
           // SWITCHES
           case 7:
           // Build Stairs
           if (  EV_BuildStairs(  line,  build8 ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 9:
           // Change Donut
           if (  EV_DoDonut(  line ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 11:
           // Exit level
           P_ChangeSwitchTexture(  line,  0 );
           G_ExitLevel (   );
           break;
          
           case 14:
           // Raise Floor 32 and change texture
           if (  EV_DoPlat(  line,  raiseAndChange,  32 ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 15:
           // Raise Floor 24 and change texture
           if (  EV_DoPlat(  line,  raiseAndChange,  24 ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 18:
           // Raise Floor to next highest floor
           if (  EV_DoFloor(  line,   raiseFloorToNearest ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 20:
           // Raise Plat next highest floor and change texture
           if (  EV_DoPlat(  line,  raiseToNearestAndChange,  0 ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 21:
           // PlatDownWaitUpStay
           if (  EV_DoPlat(  line,  downWaitUpStay,  0 ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 23:
           // Lower Floor to Lowest
           if (  EV_DoFloor(  line,  lowerFloorToLowest ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 29:
           // Raise Door
           if (  EV_DoDoor(  line,  normal ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 41:
           // Lower Ceiling to Floor
           if (  EV_DoCeiling(  line,  lowerToFloor ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 71:
           // Turbo Lower Floor
           if (  EV_DoFloor(  line,  turboLower ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 49:
           // Ceiling Crush And Raise
           if (  EV_DoCeiling(  line,  crushAndRaise ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 50:
           // Close Door
           if (  EV_DoDoor(  line,  close ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 51:
           // Secret EXIT
           P_ChangeSwitchTexture(  line,  0 );
           G_SecretExitLevel (   );
           break;
          
           case 55:
           // Raise Floor Crush
           if (  EV_DoFloor(  line,  raiseFloorCrush ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 101:
           // Raise Floor
           if (  EV_DoFloor(  line,  raiseFloor ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 102:
           // Lower Floor to Surrounding floor height
           if (  EV_DoFloor(  line,  lowerFloor ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 103:
           // Open Door
           if (  EV_DoDoor(  line,  open ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 111:
           // Blazing Door Raise (  faster than TURBO! )
           if (  EV_DoDoor (  line,  blazeRaise ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 112:
           // Blazing Door Open (  faster than TURBO! )
           if (  EV_DoDoor (  line,  blazeOpen ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 113:
           // Blazing Door Close (  faster than TURBO! )
           if (  EV_DoDoor (  line,  blazeClose ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 122:
           // Blazing PlatDownWaitUpStay
           if (  EV_DoPlat(  line,  blazeDWUS,  0 ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 127:
           // Build Stairs Turbo 16
           if (  EV_BuildStairs(  line,  turbo16 ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 131:
           // Raise Floor Turbo
           if (  EV_DoFloor(  line,  raiseFloorTurbo ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 133:
           // BlzOpenDoor BLUE
           case 135:
           // BlzOpenDoor RED
           case 137:
           // BlzOpenDoor YELLOW
           if (  EV_DoLockedDoor (  line,  blazeOpen,  thing ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           case 140:
           // Raise Floor 512
           if (  EV_DoFloor(  line,  raiseFloor512 ) )
           P_ChangeSwitchTexture(  line,  0 );
           break;
          
           // BUTTONS
           case 42:
           // Close Door
           if (  EV_DoDoor(  line,  close ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 43:
           // Lower Ceiling to Floor
           if (  EV_DoCeiling(  line,  lowerToFloor ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 45:
           // Lower Floor to Surrounding floor height
           if (  EV_DoFloor(  line,  lowerFloor ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 60:
           // Lower Floor to Lowest
           if (  EV_DoFloor(  line,  lowerFloorToLowest ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 61:
           // Open Door
           if (  EV_DoDoor(  line,  open ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 62:
           // PlatDownWaitUpStay
           if (  EV_DoPlat(  line,  downWaitUpStay,  1 ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 63:
           // Raise Door
           if (  EV_DoDoor(  line,  normal ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 64:
           // Raise Floor to ceiling
           if (  EV_DoFloor(  line,  raiseFloor ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 66:
           // Raise Floor 24 and change texture
           if (  EV_DoPlat(  line,  raiseAndChange,  24 ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 67:
           // Raise Floor 32 and change texture
           if (  EV_DoPlat(  line,  raiseAndChange,  32 ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 65:
           // Raise Floor Crush
           if (  EV_DoFloor(  line,  raiseFloorCrush ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 68:
           // Raise Plat to next highest floor and change texture
           if (  EV_DoPlat(  line,  raiseToNearestAndChange,  0 ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 69:
           // Raise Floor to next highest floor
           if (  EV_DoFloor(  line,   raiseFloorToNearest ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 70:
           // Turbo Lower Floor
           if (  EV_DoFloor(  line,  turboLower ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 114:
           // Blazing Door Raise (  faster than TURBO! )
           if (  EV_DoDoor (  line,  blazeRaise ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 115:
           // Blazing Door Open (  faster than TURBO! )
           if (  EV_DoDoor (  line,  blazeOpen ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 116:
           // Blazing Door Close (  faster than TURBO! )
           if (  EV_DoDoor (  line,  blazeClose ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 123:
           // Blazing PlatDownWaitUpStay
           if (  EV_DoPlat(  line,  blazeDWUS,  0 ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 132:
           // Raise Floor Turbo
           if (  EV_DoFloor(  line,  raiseFloorTurbo ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 99:
           // BlzOpenDoor BLUE
           case 134:
           // BlzOpenDoor RED
           case 136:
           // BlzOpenDoor YELLOW
           if (  EV_DoLockedDoor (  line,  blazeOpen,  thing ) )
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 138:
           // Light Turn On
           EV_LightTurnOn(  line,  255 );
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           case 139:
           // Light Turn Off
           EV_LightTurnOn(  line,  35 );
           P_ChangeSwitchTexture(  line,  1 );
           break;
          
           }
          
           return true;
          }
          

p_telept.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Teleportation.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_telept.c,  v 1.3 1997/01/28 22:08:29 b1 Exp $";
          
          
          
          #include "doomdef.h"
          
          #include "s_sound.h"
          
          #include "p_local.h"
          
          
          // Data.
          #include "sounds.h"
          
          // State.
          #include "r_state.h"
          
          
          
          //
          // TELEPORTATION
          //
          int
      48  EV_Teleport
          (   line_t* line,  
           int side,  
           mobj_t* thing  )
          {
           int i;
           int tag;
           mobj_t* m;
           mobj_t* fog;
           unsigned an;
           thinker_t* thinker;
           sector_t* sector;
           fixed_t oldx;
           fixed_t oldy;
           fixed_t oldz;
          
           // don't teleport missiles
           if (  thing->flags & MF_MISSILE )
           return 0;
          
           // Don't teleport if hit back of line,  
           // so you can get out of teleporter.
           if (  side == 1 )
           return 0;
          
          
           tag = line->tag;
           for (  i = 0; i < numsectors; i++ )
           {
           if (  sectors[ i ].tag == tag  )
           {
           thinker = thinkercap.next;
           for (  thinker = thinkercap.next;
           thinker != &thinkercap;
           thinker = thinker->next )
           {
           // not a mobj
           if (  thinker->function.acp1 != (  actionf_p1 )P_MobjThinker )
           continue;
          
           m = (  mobj_t * )thinker;
          
           // not a teleportman
           if (  m->type != MT_TELEPORTMAN  )
           continue;
          
           sector = m->subsector->sector;
           // wrong sector
           if (  sector-sectors != i  )
           continue;
          
           oldx = thing->x;
           oldy = thing->y;
           oldz = thing->z;
          
           if (  !P_TeleportMove (  thing,   m->x,   m->y ) )
           return 0;
          
           thing->z = thing->floorz; //fixme: not needed?
           if (  thing->player )
           thing->player->viewz = thing->z+thing->player->viewheight;
          
           // spawn teleport fog at source and destination
           fog = P_SpawnMobj (  oldx,   oldy,   oldz,   MT_TFOG );
           S_StartSound (  fog,   sfx_telept );
           an = m->angle >> ANGLETOFINESHIFT;
           fog = P_SpawnMobj (  m->x+20*finecosine[an],   m->y+20*finesine[an]
           ,   thing->z,   MT_TFOG );
          
           // emit sound,   where?
           S_StartSound (  fog,   sfx_telept );
          
           // don't move for a bit
           if (  thing->player )
           thing->reactiontime = 18;
          
           thing->angle = m->angle;
           thing->momx = thing->momy = thing->momz = 0;
           return 1;
           }
           }
           }
           return 0;
          }
          

p_tick.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Archiving: SaveGame I/O.
          // Thinker,   Ticker.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: p_tick.c,  v 1.4 1997/02/03 16:47:55 b1 Exp $";
          
          #include "z_zone.h"
          #include "p_local.h"
          
          #include "doomstat.h"
          
          
          int leveltime;
          
          //
          // THINKERS
          // All thinkers should be allocated by Z_Malloc
          // so they can be operated on uniformly.
          // The actual structures will vary in size,  
          // but the first element must be thinker_t.
          //
          
          
          
          // Both the head and tail of the thinker list.
          thinker_t thinkercap;
          
          
          //
          // P_InitThinkers
          //
      53  void P_InitThinkers (  void )
          {
           thinkercap.prev = thinkercap.next = &thinkercap;
          }
          
          
          
          
          //
          // P_AddThinker
          // Adds a new thinker at the end of the list.
          //
      65  void P_AddThinker (  thinker_t* thinker )
          {
           thinkercap.prev->next = thinker;
           thinker->next = &thinkercap;
           thinker->prev = thinkercap.prev;
           thinkercap.prev = thinker;
          }
          
          
          
          //
          // P_RemoveThinker
          // Deallocation is lazy -- it will not actually be freed
          // until its thinking turn comes up.
          //
      80  void P_RemoveThinker (  thinker_t* thinker )
          {
           // FIXME: NOP.
           thinker->function.acv = (  actionf_v )(  -1 );
          }
          
          
          
          //
          // P_AllocateThinker
          // Allocates memory and adds a new thinker at the end of the list.
          //
      92  void P_AllocateThinker (  thinker_t* thinker )
          {
          }
          
          
          
          //
          // P_RunThinkers
          //
     101  void P_RunThinkers (  void )
          {
           thinker_t* currentthinker;
          
           currentthinker = thinkercap.next;
           while (  currentthinker != &thinkercap )
           {
           if (   currentthinker->function.acv == (  actionf_v )(  -1 )  )
           {
           // time to remove it
           currentthinker->next->prev = currentthinker->prev;
           currentthinker->prev->next = currentthinker->next;
           Z_Free (  currentthinker );
           }
           else
           {
           if (  currentthinker->function.acp1 )
           currentthinker->function.acp1 (  currentthinker );
           }
           currentthinker = currentthinker->next;
           }
          }
          
          
          
          //
          // P_Ticker
          //
          
     130  void P_Ticker (  void )
          {
           int i;
          
           // run the tic
           if (  paused )
           return;
          
           // pause if in menu and at least one tic has been run
           if (   !netgame
           && menuactive
           && !demoplayback
           && players[consoleplayer].viewz != 1 )
           {
           return;
           }
          
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           if (  playeringame[i] )
           P_PlayerThink (  &players[i] );
          
           P_RunThinkers (   );
           P_UpdateSpecials (   );
           P_RespawnSpecials (   );
          
           // for par times
           leveltime++;
          }

p_tick.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // ?
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __P_TICK__
          #define __P_TICK__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          // Called by C_Ticker,  
          // can call G_PlayerExited.
          // Carries out all thinking of monsters and players.
      35  void P_Ticker (  void );
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

p_user.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Player related stuff.
          // Bobbing POV/weapon,   movement.
          // Pending weapon.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: p_user.c,  v 1.3 1997/01/28 22:08:29 b1 Exp $";
          
          
          #include "doomdef.h"
          #include "d_event.h"
          
          #include "p_local.h"
          
          #include "doomstat.h"
          
          
          
          // Index of the special effects (  INVUL inverse ) map.
          #define INVERSECOLORMAP 32
          
          
          //
          // Movement.
          //
          
          // 16 pixels of bob
          #define MAXBOB 0x100000
          
          boolean onground;
          
          
          //
          // P_Thrust
          // Moves the given origin along a given angle.
          //
          void
      59  P_Thrust
          (   player_t* player,  
           angle_t angle,  
           fixed_t move  )
          {
           angle >>= ANGLETOFINESHIFT;
          
           player->mo->momx += FixedMul(  move,  finecosine[angle] );
           player->mo->momy += FixedMul(  move,  finesine[angle] );
          }
          
          
          
          
          //
          // P_CalcHeight
          // Calculate the walking / running height adjustment
          //
      77  void P_CalcHeight (  player_t* player )
          {
           int angle;
           fixed_t bob;
          
           // Regular movement bobbing
           // (  needs to be calculated for gun swing
           // even if not on ground )
           // OPTIMIZE: tablify angle
           // Note: a LUT allows for effects
           // like a ramp with low health.
           player->bob =
           FixedMul (  player->mo->momx,   player->mo->momx )
           + FixedMul (  player->mo->momy,  player->mo->momy );
          
           player->bob >>= 2;
          
           if (  player->bob>MAXBOB )
           player->bob = MAXBOB;
          
           if (  (  player->cheats & CF_NOMOMENTUM ) || !onground )
           {
           player->viewz = player->mo->z + VIEWHEIGHT;
          
           if (  player->viewz > player->mo->ceilingz-4*FRACUNIT )
           player->viewz = player->mo->ceilingz-4*FRACUNIT;
          
           player->viewz = player->mo->z + player->viewheight;
           return;
           }
          
           angle = (  FINEANGLES/20*leveltime )&FINEMASK;
           bob = FixedMul (   player->bob/2,   finesine[angle] );
          
          
           // move viewheight
           if (  player->playerstate == PST_LIVE )
           {
           player->viewheight += player->deltaviewheight;
          
           if (  player->viewheight > VIEWHEIGHT )
           {
           player->viewheight = VIEWHEIGHT;
           player->deltaviewheight = 0;
           }
          
           if (  player->viewheight < VIEWHEIGHT/2 )
           {
           player->viewheight = VIEWHEIGHT/2;
           if (  player->deltaviewheight <= 0 )
           player->deltaviewheight = 1;
           }
          
           if (  player->deltaviewheight )
           {
           player->deltaviewheight += FRACUNIT/4;
           if (  !player->deltaviewheight )
           player->deltaviewheight = 1;
           }
           }
           player->viewz = player->mo->z + player->viewheight + bob;
          
           if (  player->viewz > player->mo->ceilingz-4*FRACUNIT )
           player->viewz = player->mo->ceilingz-4*FRACUNIT;
          }
          
          
          
          //
          // P_MovePlayer
          //
     148  void P_MovePlayer (  player_t* player )
          {
           ticcmd_t* cmd;
          
           cmd = &player->cmd;
          
           player->mo->angle += (  cmd->angleturn<<16 );
          
           // Do not let the player control movement
           // if not onground.
           onground = (  player->mo->z <= player->mo->floorz );
          
           if (  cmd->forwardmove && onground )
           P_Thrust (  player,   player->mo->angle,   cmd->forwardmove*2048 );
          
           if (  cmd->sidemove && onground )
           P_Thrust (  player,   player->mo->angle-ANG90,   cmd->sidemove*2048 );
          
           if (   (  cmd->forwardmove || cmd->sidemove )
           && player->mo->state == &states[S_PLAY]  )
           {
           P_SetMobjState (  player->mo,   S_PLAY_RUN1 );
           }
          }
          
          
          
          //
          // P_DeathThink
          // Fall on your face when dying.
          // Decrease POV height to floor height.
          //
          #define ANG5 (  ANG90/18 )
          
     182  void P_DeathThink (  player_t* player )
          {
           angle_t angle;
           angle_t delta;
          
           P_MovePsprites (  player );
          
           // fall to the ground
           if (  player->viewheight > 6*FRACUNIT )
           player->viewheight -= FRACUNIT;
          
           if (  player->viewheight < 6*FRACUNIT )
           player->viewheight = 6*FRACUNIT;
          
           player->deltaviewheight = 0;
           onground = (  player->mo->z <= player->mo->floorz );
           P_CalcHeight (  player );
          
           if (  player->attacker && player->attacker != player->mo )
           {
           angle = R_PointToAngle2 (  player->mo->x,  
           player->mo->y,  
           player->attacker->x,  
           player->attacker->y );
          
           delta = angle - player->mo->angle;
          
           if (  delta < ANG5 || delta > (  unsigned )-ANG5 )
           {
           // Looking at killer,  
           // so fade damage flash down.
           player->mo->angle = angle;
          
           if (  player->damagecount )
           player->damagecount--;
           }
           else if (  delta < ANG180 )
           player->mo->angle += ANG5;
           else
           player->mo->angle -= ANG5;
           }
           else if (  player->damagecount )
           player->damagecount--;
          
          
           if (  player->cmd.buttons & BT_USE )
           player->playerstate = PST_REBORN;
          }
          
          
          
          //
          // P_PlayerThink
          //
     236  void P_PlayerThink (  player_t* player )
          {
           ticcmd_t* cmd;
           weapontype_t newweapon;
          
           // fixme: do this in the cheat code
           if (  player->cheats & CF_NOCLIP )
           player->mo->flags |= MF_NOCLIP;
           else
           player->mo->flags &= ~MF_NOCLIP;
          
           // chain saw run forward
           cmd = &player->cmd;
           if (  player->mo->flags & MF_JUSTATTACKED )
           {
           cmd->angleturn = 0;
           cmd->forwardmove = 0xc800/512;
           cmd->sidemove = 0;
           player->mo->flags &= ~MF_JUSTATTACKED;
           }
          
          
           if (  player->playerstate == PST_DEAD )
           {
           P_DeathThink (  player );
           return;
           }
          
           // Move around.
           // Reactiontime is used to prevent movement
           // for a bit after a teleport.
           if (  player->mo->reactiontime )
           player->mo->reactiontime--;
           else
           P_MovePlayer (  player );
          
           P_CalcHeight (  player );
          
           if (  player->mo->subsector->sector->special )
           P_PlayerInSpecialSector (  player );
          
           // Check for weapon change.
          
           // A special event has no other buttons.
           if (  cmd->buttons & BT_SPECIAL )
           cmd->buttons = 0;
          
           if (  cmd->buttons & BT_CHANGE )
           {
           // The actual changing of the weapon is done
           // when the weapon psprite can do it
           // (  read: not in the middle of an attack ).
           newweapon = (  cmd->buttons&BT_WEAPONMASK )>>BT_WEAPONSHIFT;
          
           if (  newweapon == wp_fist
           && player->weaponowned[wp_chainsaw]
           && !(  player->readyweapon == wp_chainsaw
           && player->powers[pw_strength] ) )
           {
           newweapon = wp_chainsaw;
           }
          
           if (   (  gamemode == commercial )
           && newweapon == wp_shotgun
           && player->weaponowned[wp_supershotgun]
           && player->readyweapon != wp_supershotgun )
           {
           newweapon = wp_supershotgun;
           }
          
          
           if (  player->weaponowned[newweapon]
           && newweapon != player->readyweapon )
           {
           // Do not go to plasma or BFG in shareware,  
           // even if cheated.
           if (  (  newweapon != wp_plasma
           && newweapon != wp_bfg )
           || (  gamemode != shareware )  )
           {
           player->pendingweapon = newweapon;
           }
           }
           }
          
           // check for use
           if (  cmd->buttons & BT_USE )
           {
           if (  !player->usedown )
           {
           P_UseLines (  player );
           player->usedown = true;
           }
           }
           else
           player->usedown = false;
          
           // cycle psprites
           P_MovePsprites (  player );
          
           // Counters,   time dependend power ups.
          
           // Strength counts up to diminish fade.
           if (  player->powers[pw_strength] )
           player->powers[pw_strength]++;
          
           if (  player->powers[pw_invulnerability] )
           player->powers[pw_invulnerability]--;
          
           if (  player->powers[pw_invisibility] )
           if (  ! --player->powers[pw_invisibility]  )
           player->mo->flags &= ~MF_SHADOW;
          
           if (  player->powers[pw_infrared] )
           player->powers[pw_infrared]--;
          
           if (  player->powers[pw_ironfeet] )
           player->powers[pw_ironfeet]--;
          
           if (  player->damagecount )
           player->damagecount--;
          
           if (  player->bonuscount )
           player->bonuscount--;
          
          
           // Handling colormaps.
           if (  player->powers[pw_invulnerability] )
           {
           if (  player->powers[pw_invulnerability] > 4*32
           || (  player->powers[pw_invulnerability]&8 )  )
           player->fixedcolormap = INVERSECOLORMAP;
           else
           player->fixedcolormap = 0;
           }
           else if (  player->powers[pw_infrared] )
           {
           if (  player->powers[pw_infrared] > 4*32
           || (  player->powers[pw_infrared]&8 )  )
           {
           // almost full bright
           player->fixedcolormap = 1;
           }
           else
           player->fixedcolormap = 0;
           }
           else
           player->fixedcolormap = 0;
          }
          
          

r_bsp.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // BSP traversal,   handling of LineSegs for rendering.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: r_bsp.c,  v 1.4 1997/02/03 22:45:12 b1 Exp $";
          
          
          #include "doomdef.h"
          
          #include "m_bbox.h"
          
          #include "i_system.h"
          
          #include "r_main.h"
          #include "r_plane.h"
          #include "r_things.h"
          
          // State.
          #include "doomstat.h"
          #include "r_state.h"
          
          //#include "r_local.h"
          
          
          
          seg_t* curline;
          side_t* sidedef;
          line_t* linedef;
          sector_t* frontsector;
          sector_t* backsector;
          
          drawseg_t drawsegs[MAXDRAWSEGS];
          drawseg_t* ds_p;
          
          
          void
      58  R_StoreWallRange
          (   int start,  
           int stop  );
          
          
          
          
          //
          // R_ClearDrawSegs
          //
      68  void R_ClearDrawSegs (  void )
          {
           ds_p = drawsegs;
          }
          
          
          
          //
          // ClipWallSegment
          // Clips the given range of columns
          // and includes it in the new clip list.
          //
          typedef struct
          {
           int first;
           int last;
          
          } cliprange_t;
          
          
          #define MAXSEGS 32
          
          // newend is one past the last valid seg
          cliprange_t* newend;
          cliprange_t solidsegs[MAXSEGS];
          
          
          
          
          //
          // R_ClipSolidWallSegment
          // Does handle solid walls,  
          // e.g. single sided LineDefs (  middle texture )
          // that entirely block the view.
          //
          void
     104  R_ClipSolidWallSegment
          (   int first,  
           int last  )
          {
           cliprange_t* next;
           cliprange_t* start;
          
           // Find the first range that touches the range
           // (  adjacent pixels are touching ).
           start = solidsegs;
           while (  start->last < first-1 )
           start++;
          
           if (  first < start->first )
           {
           if (  last < start->first-1 )
           {
           // Post is entirely visible (  above start ),  
           // so insert a new clippost.
           R_StoreWallRange (  first,   last );
           next = newend;
           newend++;
          
           while (  next != start )
           {
           *next = *(  next-1 );
           next--;
           }
           next->first = first;
           next->last = last;
           return;
           }
          
           // There is a fragment above *start.
           R_StoreWallRange (  first,   start->first - 1 );
           // Now adjust the clip size.
           start->first = first;
           }
          
           // Bottom contained in start?
           if (  last <= start->last )
           return;
          
           next = start;
           while (  last >= (  next+1 )->first-1 )
           {
           // There is a fragment between two posts.
           R_StoreWallRange (  next->last + 1,   (  next+1 )->first - 1 );
           next++;
          
           if (  last <= next->last )
           {
           // Bottom is contained in next.
           // Adjust the clip size.
           start->last = next->last;
           goto crunch;
           }
           }
          
           // There is a fragment after *next.
           R_StoreWallRange (  next->last + 1,   last );
           // Adjust the clip size.
           start->last = last;
          
           // Remove start+1 to next from the clip list,  
           // because start now covers their area.
           crunch:
           if (  next == start )
           {
           // Post just extended past the bottom of one post.
           return;
           }
          
          
           while (  next++ != newend )
           {
           // Remove a post.
           *++start = *next;
           }
          
           newend = start+1;
          }
          
          
          
          //
          // R_ClipPassWallSegment
          // Clips the given range of columns,  
          // but does not includes it in the clip list.
          // Does handle windows,  
          // e.g. LineDefs with upper and lower texture.
          //
          void
     197  R_ClipPassWallSegment
          (   int first,  
           int last  )
          {
           cliprange_t* start;
          
           // Find the first range that touches the range
           // (  adjacent pixels are touching ).
           start = solidsegs;
           while (  start->last < first-1 )
           start++;
          
           if (  first < start->first )
           {
           if (  last < start->first-1 )
           {
           // Post is entirely visible (  above start ).
           R_StoreWallRange (  first,   last );
           return;
           }
          
           // There is a fragment above *start.
           R_StoreWallRange (  first,   start->first - 1 );
           }
          
           // Bottom contained in start?
           if (  last <= start->last )
           return;
          
           while (  last >= (  start+1 )->first-1 )
           {
           // There is a fragment between two posts.
           R_StoreWallRange (  start->last + 1,   (  start+1 )->first - 1 );
           start++;
          
           if (  last <= start->last )
           return;
           }
          
           // There is a fragment after *next.
           R_StoreWallRange (  start->last + 1,   last );
          }
          
          
          
          //
          // R_ClearClipSegs
          //
     245  void R_ClearClipSegs (  void )
          {
           solidsegs[0].first = -0x7fffffff;
           solidsegs[0].last = -1;
           solidsegs[1].first = viewwidth;
           solidsegs[1].last = 0x7fffffff;
           newend = solidsegs+2;
          }
          
          //
          // R_AddLine
          // Clips the given segment
          // and adds any visible pieces to the line list.
          //
     259  void R_AddLine (  seg_t* line )
          {
           int x1;
           int x2;
           angle_t angle1;
           angle_t angle2;
           angle_t span;
           angle_t tspan;
          
           curline = line;
          
           // OPTIMIZE: quickly reject orthogonal back sides.
           angle1 = R_PointToAngle (  line->v1->x,   line->v1->y );
           angle2 = R_PointToAngle (  line->v2->x,   line->v2->y );
          
           // Clip to view edges.
           // OPTIMIZE: make constant out of 2*clipangle (  FIELDOFVIEW ).
           span = angle1 - angle2;
          
           // Back side? I.e. backface culling?
           if (  span >= ANG180 )
           return;
          
           // Global angle needed by segcalc.
           rw_angle1 = angle1;
           angle1 -= viewangle;
           angle2 -= viewangle;
          
           tspan = angle1 + clipangle;
           if (  tspan > 2*clipangle )
           {
           tspan -= 2*clipangle;
          
           // Totally off the left edge?
           if (  tspan >= span )
           return;
          
           angle1 = clipangle;
           }
           tspan = clipangle - angle2;
           if (  tspan > 2*clipangle )
           {
           tspan -= 2*clipangle;
          
           // Totally off the left edge?
           if (  tspan >= span )
           return;
           angle2 = -clipangle;
           }
          
           // The seg is in the view range,  
           // but not necessarily visible.
           angle1 = (  angle1+ANG90 )>>ANGLETOFINESHIFT;
           angle2 = (  angle2+ANG90 )>>ANGLETOFINESHIFT;
           x1 = viewangletox[angle1];
           x2 = viewangletox[angle2];
          
           // Does not cross a pixel?
           if (  x1 == x2 )
           return;
          
           backsector = line->backsector;
          
           // Single sided line?
           if (  !backsector )
           goto clipsolid;
          
           // Closed door.
           if (  backsector->ceilingheight <= frontsector->floorheight
           || backsector->floorheight >= frontsector->ceilingheight )
           goto clipsolid;
          
           // Window.
           if (  backsector->ceilingheight != frontsector->ceilingheight
           || backsector->floorheight != frontsector->floorheight )
           goto clippass;
          
           // Reject empty lines used for triggers
           // and special events.
           // Identical floor and ceiling on both sides,  
           // identical light levels on both sides,  
           // and no middle texture.
           if (  backsector->ceilingpic == frontsector->ceilingpic
           && backsector->floorpic == frontsector->floorpic
           && backsector->lightlevel == frontsector->lightlevel
           && curline->sidedef->midtexture == 0 )
           {
           return;
           }
          
          
           clippass:
           R_ClipPassWallSegment (  x1,   x2-1 );
           return;
          
           clipsolid:
           R_ClipSolidWallSegment (  x1,   x2-1 );
          }
          
          
          //
          // R_CheckBBox
          // Checks BSP node/subtree bounding box.
          // Returns true
          // if some part of the bbox might be visible.
          //
          int checkcoord[12][4] =
          {
           {3,  0,  2,  1},  
           {3,  0,  2,  0},  
           {3,  1,  2,  0},  
           {0},  
           {2,  0,  2,  1},  
           {0,  0,  0,  0},  
           {3,  1,  3,  0},  
           {0},  
           {2,  0,  3,  1},  
           {2,  1,  3,  1},  
           {2,  1,  3,  0}
          };
          
          
     381  boolean R_CheckBBox (  fixed_t* bspcoord )
          {
           int boxx;
           int boxy;
           int boxpos;
          
           fixed_t x1;
           fixed_t y1;
           fixed_t x2;
           fixed_t y2;
          
           angle_t angle1;
           angle_t angle2;
           angle_t span;
           angle_t tspan;
          
           cliprange_t* start;
          
           int sx1;
           int sx2;
          
           // Find the corners of the box
           // that define the edges from current viewpoint.
           if (  viewx <= bspcoord[BOXLEFT] )
           boxx = 0;
           else if (  viewx < bspcoord[BOXRIGHT] )
           boxx = 1;
           else
           boxx = 2;
          
           if (  viewy >= bspcoord[BOXTOP] )
           boxy = 0;
           else if (  viewy > bspcoord[BOXBOTTOM] )
           boxy = 1;
           else
           boxy = 2;
          
           boxpos = (  boxy<<2 )+boxx;
           if (  boxpos == 5 )
           return true;
          
           x1 = bspcoord[checkcoord[boxpos][0]];
           y1 = bspcoord[checkcoord[boxpos][1]];
           x2 = bspcoord[checkcoord[boxpos][2]];
           y2 = bspcoord[checkcoord[boxpos][3]];
          
           // check clip list for an open space
           angle1 = R_PointToAngle (  x1,   y1 ) - viewangle;
           angle2 = R_PointToAngle (  x2,   y2 ) - viewangle;
          
           span = angle1 - angle2;
          
           // Sitting on a line?
           if (  span >= ANG180 )
           return true;
          
           tspan = angle1 + clipangle;
          
           if (  tspan > 2*clipangle )
           {
           tspan -= 2*clipangle;
          
           // Totally off the left edge?
           if (  tspan >= span )
           return false;
          
           angle1 = clipangle;
           }
           tspan = clipangle - angle2;
           if (  tspan > 2*clipangle )
           {
           tspan -= 2*clipangle;
          
           // Totally off the left edge?
           if (  tspan >= span )
           return false;
          
           angle2 = -clipangle;
           }
          
          
           // Find the first clippost
           // that touches the source post
           // (  adjacent pixels are touching ).
           angle1 = (  angle1+ANG90 )>>ANGLETOFINESHIFT;
           angle2 = (  angle2+ANG90 )>>ANGLETOFINESHIFT;
           sx1 = viewangletox[angle1];
           sx2 = viewangletox[angle2];
          
           // Does not cross a pixel.
           if (  sx1 == sx2 )
           return false;
           sx2--;
          
           start = solidsegs;
           while (  start->last < sx2 )
           start++;
          
           if (  sx1 >= start->first
           && sx2 <= start->last )
           {
           // The clippost contains the new span.
           return false;
           }
          
           return true;
          }
          
          
          
          //
          // R_Subsector
          // Determine floor/ceiling planes.
          // Add sprites of things in sector.
          // Draw one or more line segments.
          //
     497  void R_Subsector (  int num )
          {
           int count;
           seg_t* line;
           subsector_t* sub;
          
          #ifdef RANGECHECK
           if (  num>=numsubsectors )
           I_Error (  "R_Subsector: ss %i with numss = %i",  
           num,  
           numsubsectors );
          #endif
          
           sscount++;
           sub = &subsectors[num];
           frontsector = sub->sector;
           count = sub->numlines;
           line = &segs[sub->firstline];
          
           if (  frontsector->floorheight < viewz )
           {
           floorplane = R_FindPlane (  frontsector->floorheight,  
           frontsector->floorpic,  
           frontsector->lightlevel );
           }
           else
           floorplane = NULL;
          
           if (  frontsector->ceilingheight > viewz
           || frontsector->ceilingpic == skyflatnum )
           {
           ceilingplane = R_FindPlane (  frontsector->ceilingheight,  
           frontsector->ceilingpic,  
           frontsector->lightlevel );
           }
           else
           ceilingplane = NULL;
          
           R_AddSprites (  frontsector );
          
           while (  count-- )
           {
           R_AddLine (  line );
           line++;
           }
          }
          
          
          
          
          //
          // RenderBSPNode
          // Renders all subsectors below a given node,  
          // traversing subtree recursively.
          // Just call with BSP root.
     552  void R_RenderBSPNode (  int bspnum )
          {
           node_t* bsp;
           int side;
          
           // Found a subsector?
           if (  bspnum & NF_SUBSECTOR )
           {
           if (  bspnum == -1 )
           R_Subsector (  0 );
           else
           R_Subsector (  bspnum&(  ~NF_SUBSECTOR ) );
           return;
           }
          
           bsp = &nodes[bspnum];
          
           // Decide which side the view point is on.
           side = R_PointOnSide (  viewx,   viewy,   bsp );
          
           // Recursively divide front space.
           R_RenderBSPNode (  bsp->children[side] );
          
           // Possibly divide back space.
           if (  R_CheckBBox (  bsp->bbox[side^1] ) )
           R_RenderBSPNode (  bsp->children[side^1] );
          }
          
          

r_bsp.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Refresh module,   BSP traversal and handling.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __R_BSP__
          #define __R_BSP__
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          extern seg_t* curline;
          extern side_t* sidedef;
          extern line_t* linedef;
          extern sector_t* frontsector;
          extern sector_t* backsector;
          
          extern int rw_x;
          extern int rw_stopx;
          
          extern boolean segtextured;
          
          // false if the back side is the same plane
          extern boolean markfloor;
          extern boolean markceiling;
          
          extern boolean skymap;
          
          extern drawseg_t drawsegs[MAXDRAWSEGS];
          extern drawseg_t* ds_p;
          
          extern lighttable_t** hscalelight;
          extern lighttable_t** vscalelight;
          extern lighttable_t** dscalelight;
          
          
          typedef void (  *drawfunc_t ) (  int start,   int stop );
          
          
          // BSP?
      60  void R_ClearClipSegs (  void );
      61  void R_ClearDrawSegs (  void );
          
          
      64  void R_RenderBSPNode (  int bspnum );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

r_data.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // Revision 1.3 1997/01/29 20:10
          // DESCRIPTION:
          // Preparation of data for rendering,  
          // generation of lookups,   caching,   retrieval by name.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: r_data.c,  v 1.4 1997/02/03 16:47:55 b1 Exp $";
          
          #include "i_system.h"
          #include "z_zone.h"
          
          #include "m_swap.h"
          
          #include "w_wad.h"
          
          #include "doomdef.h"
          #include "r_local.h"
          #include "p_local.h"
          
          #include "doomstat.h"
          #include "r_sky.h"
          
          #ifdef LINUX
          #include <alloca.h>
          #endif
          
          
          #include "r_data.h"
          
          //
          // Graphics.
          // DOOM graphics for walls and sprites
          // is stored in vertical runs of opaque pixels (  posts ).
          // A column is composed of zero or more posts,  
          // a patch or sprite is composed of zero or more columns.
          //
          
          
          
          //
          // Texture definition.
          // Each texture is composed of one or more patches,  
          // with patches being lumps stored in the WAD.
          // The lumps are referenced by number,   and patched
          // into the rectangular texture space using origin
          // and possibly other attributes.
          //
          typedef struct
          {
           short originx;
           short originy;
           short patch;
           short stepdir;
           short colormap;
          } mappatch_t;
          
          
          //
          // Texture definition.
          // A DOOM wall texture is a list of patches
          // which are to be combined in a predefined order.
          //
          typedef struct
          {
           char name[8];
           boolean masked;
           short width;
           short height;
           void **columndirectory; // OBSOLETE
           short patchcount;
           mappatch_t patches[1];
          } maptexture_t;
          
          
          // A single patch from a texture definition,  
          // basically a rectangular area within
          // the texture rectangle.
          typedef struct
          {
           // Block origin (  allways UL ),  
           // which has allready accounted
           // for the internal origin of the patch.
           int originx;
           int originy;
           int patch;
          } texpatch_t;
          
          
          // A maptexturedef_t describes a rectangular texture,  
          // which is composed of one or more mappatch_t structures
          // that arrange graphic patches.
          typedef struct
          {
           // Keep name for switch changing,   etc.
           char name[8];
           short width;
           short height;
          
           // All the patches[patchcount]
           // are drawn back to front into the cached texture.
           short patchcount;
           texpatch_t patches[1];
          
          } texture_t;
          
          
          
          int firstflat;
          int lastflat;
          int numflats;
          
          int firstpatch;
          int lastpatch;
          int numpatches;
          
          int firstspritelump;
          int lastspritelump;
          int numspritelumps;
          
          int numtextures;
          texture_t** textures;
          
          
          int* texturewidthmask;
          // needed for texture pegging
          fixed_t* textureheight;
          int* texturecompositesize;
          short** texturecolumnlump;
          unsigned short** texturecolumnofs;
          byte** texturecomposite;
          
          // for global animation
          int* flattranslation;
          int* texturetranslation;
          
          // needed for pre rendering
          fixed_t* spritewidth;
          fixed_t* spriteoffset;
          fixed_t* spritetopoffset;
          
          lighttable_t *colormaps;
          
          
          //
          // MAPTEXTURE_T CACHING
          // When a texture is first needed,  
          // it counts the number of composite columns
          // required in the texture and allocates space
          // for a column directory and any new columns.
          // The directory will simply point inside other patches
          // if there is only one patch in a given column,  
          // but any columns with multiple patches
          // will have new column_ts generated.
          //
          
          
          
          //
          // R_DrawColumnInCache
          // Clip and draw a column
          // from a patch into a cached post.
          //
          void
     185  R_DrawColumnInCache
          (   column_t* patch,  
           byte* cache,  
           int originy,  
           int cacheheight  )
          {
           int count;
           int position;
           byte* source;
           byte* dest;
          
           dest = (  byte * )cache + 3;
          
           while (  patch->topdelta != 0xff )
           {
           source = (  byte * )patch + 3;
           count = patch->length;
           position = originy + patch->topdelta;
          
           if (  position < 0 )
           {
           count += position;
           position = 0;
           }
          
           if (  position + count > cacheheight )
           count = cacheheight - position;
          
           if (  count > 0 )
           memcpy (  cache + position,   source,   count );
          
           patch = (  column_t * )(   (  byte * )patch + patch->length + 4 );
           }
          }
          
          
          
          //
          // R_GenerateComposite
          // Using the texture definition,  
          // the composite texture is created from the patches,  
          // and each column is cached.
          //
     228  void R_GenerateComposite (  int texnum )
          {
           byte* block;
           texture_t* texture;
           texpatch_t* patch;
           patch_t* realpatch;
           int x;
           int x1;
           int x2;
           int i;
           column_t* patchcol;
           short* collump;
           unsigned short* colofs;
          
           texture = textures[texnum];
          
           block = Z_Malloc (  texturecompositesize[texnum],  
           PU_STATIC,  
           &texturecomposite[texnum] );
          
           collump = texturecolumnlump[texnum];
           colofs = texturecolumnofs[texnum];
          
           // Composite the columns together.
           patch = texture->patches;
          
           for (  i=0 ,   patch = texture->patches;
           i<texture->patchcount;
           i++,   patch++ )
           {
           realpatch = W_CacheLumpNum (  patch->patch,   PU_CACHE );
           x1 = patch->originx;
           x2 = x1 + SHORT(  realpatch->width );
          
           if (  x1<0 )
           x = 0;
           else
           x = x1;
          
           if (  x2 > texture->width )
           x2 = texture->width;
          
           for (   ; x<x2 ; x++ )
           {
           // Column does not have multiple patches?
           if (  collump[x] >= 0 )
           continue;
          
           patchcol = (  column_t * )(  (  byte * )realpatch
           + LONG(  realpatch->columnofs[x-x1] ) );
           R_DrawColumnInCache (  patchcol,  
           block + colofs[x],  
           patch->originy,  
           texture->height );
           }
          
           }
          
           // Now that the texture has been built in column cache,  
           // it is purgable from zone memory.
           Z_ChangeTag (  block,   PU_CACHE );
          }
          
          
          
          //
          // R_GenerateLookup
          //
     296  void R_GenerateLookup (  int texnum )
          {
           texture_t* texture;
           byte* patchcount; // patchcount[texture->width]
           texpatch_t* patch;
           patch_t* realpatch;
           int x;
           int x1;
           int x2;
           int i;
           short* collump;
           unsigned short* colofs;
          
           texture = textures[texnum];
          
           // Composited texture not created yet.
           texturecomposite[texnum] = 0;
          
           texturecompositesize[texnum] = 0;
           collump = texturecolumnlump[texnum];
           colofs = texturecolumnofs[texnum];
          
           // Now count the number of columns
           // that are covered by more than one patch.
           // Fill in the lump / offset,   so columns
           // with only a single patch are all done.
           patchcount = (  byte * )alloca (  texture->width );
           memset (  patchcount,   0,   texture->width );
           patch = texture->patches;
          
           for (  i=0 ,   patch = texture->patches;
           i<texture->patchcount;
           i++,   patch++ )
           {
           realpatch = W_CacheLumpNum (  patch->patch,   PU_CACHE );
           x1 = patch->originx;
           x2 = x1 + SHORT(  realpatch->width );
          
           if (  x1 < 0 )
           x = 0;
           else
           x = x1;
          
           if (  x2 > texture->width )
           x2 = texture->width;
           for (   ; x<x2 ; x++ )
           {
           patchcount[x]++;
           collump[x] = patch->patch;
           colofs[x] = LONG(  realpatch->columnofs[x-x1] )+3;
           }
           }
          
           for (  x=0 ; x<texture->width ; x++ )
           {
           if (  !patchcount[x] )
           {
           printf (  "R_GenerateLookup: column without a patch (  %s )\n",  
           texture->name );
           return;
           }
           // I_Error (  "R_GenerateLookup: column without a patch" );
          
           if (  patchcount[x] > 1 )
           {
           // Use the cached block.
           collump[x] = -1;
           colofs[x] = texturecompositesize[texnum];
          
           if (  texturecompositesize[texnum] > 0x10000-texture->height )
           {
           I_Error (  "R_GenerateLookup: texture %i is >64k",  
           texnum );
           }
          
           texturecompositesize[texnum] += texture->height;
           }
           }
          }
          
          
          
          
          //
          // R_GetColumn
          //
          byte*
     383  R_GetColumn
          (   int tex,  
           int col  )
          {
           int lump;
           int ofs;
          
           col &= texturewidthmask[tex];
           lump = texturecolumnlump[tex][col];
           ofs = texturecolumnofs[tex][col];
          
           if (  lump > 0 )
           return (  byte * )W_CacheLumpNum(  lump,  PU_CACHE )+ofs;
          
           if (  !texturecomposite[tex] )
           R_GenerateComposite (  tex );
          
           return texturecomposite[tex] + ofs;
          }
          
          
          
          
          //
          // R_InitTextures
          // Initializes the texture list
          // with the textures from the world map.
          //
     411  void R_InitTextures (  void )
          {
           maptexture_t* mtexture;
           texture_t* texture;
           mappatch_t* mpatch;
           texpatch_t* patch;
          
           int i;
           int j;
          
           int* maptex;
           int* maptex2;
           int* maptex1;
          
           char name[9];
           char* names;
           char* name_p;
          
           int* patchlookup;
          
           int totalwidth;
           int nummappatches;
           int offset;
           int maxoff;
           int maxoff2;
           int numtextures1;
           int numtextures2;
          
           int* directory;
          
           int temp1;
           int temp2;
           int temp3;
          
          
           // Load the patch names from pnames.lmp.
           name[8] = 0;
           names = W_CacheLumpName (  "PNAMES",   PU_STATIC );
           nummappatches = LONG (   *(  (  int * )names )  );
           name_p = names+4;
           patchlookup = alloca (  nummappatches*sizeof(  *patchlookup ) );
          
           for (  i=0 ; i<nummappatches ; i++ )
           {
           strncpy (  name,  name_p+i*8,   8 );
           patchlookup[i] = W_CheckNumForName (  name );
           }
           Z_Free (  names );
          
           // Load the map texture definitions from textures.lmp.
           // The data is contained in one or two lumps,  
           // TEXTURE1 for shareware,   plus TEXTURE2 for commercial.
           maptex = maptex1 = W_CacheLumpName (  "TEXTURE1",   PU_STATIC );
           numtextures1 = LONG(  *maptex );
           maxoff = W_LumpLength (  W_GetNumForName (  "TEXTURE1" ) );
           directory = maptex+1;
          
           if (  W_CheckNumForName (  "TEXTURE2" ) != -1 )
           {
           maptex2 = W_CacheLumpName (  "TEXTURE2",   PU_STATIC );
           numtextures2 = LONG(  *maptex2 );
           maxoff2 = W_LumpLength (  W_GetNumForName (  "TEXTURE2" ) );
           }
           else
           {
           maptex2 = NULL;
           numtextures2 = 0;
           maxoff2 = 0;
           }
           numtextures = numtextures1 + numtextures2;
          
           textures = Z_Malloc (  numtextures*4,   PU_STATIC,   0 );
           texturecolumnlump = Z_Malloc (  numtextures*4,   PU_STATIC,   0 );
           texturecolumnofs = Z_Malloc (  numtextures*4,   PU_STATIC,   0 );
           texturecomposite = Z_Malloc (  numtextures*4,   PU_STATIC,   0 );
           texturecompositesize = Z_Malloc (  numtextures*4,   PU_STATIC,   0 );
           texturewidthmask = Z_Malloc (  numtextures*4,   PU_STATIC,   0 );
           textureheight = Z_Malloc (  numtextures*4,   PU_STATIC,   0 );
          
           totalwidth = 0;
          
           // Really complex printing shit...
           temp1 = W_GetNumForName (  "S_START" ); // P_???????
           temp2 = W_GetNumForName (  "S_END" ) - 1;
           temp3 = (  (  temp2-temp1+63 )/64 ) + (  (  numtextures+63 )/64 );
           printf(  "[" );
           for (  i = 0; i < temp3; i++ )
           printf(  " " );
           printf(  " ]" );
           for (  i = 0; i < temp3; i++ )
           printf(  "\x8" );
           printf(  "\x8\x8\x8\x8\x8\x8\x8\x8\x8\x8" );
          
           for (  i=0 ; i<numtextures ; i++,   directory++ )
           {
           if (  !(  i&63 ) )
           printf (  "." );
          
           if (  i == numtextures1 )
           {
           // Start looking in second texture file.
           maptex = maptex2;
           maxoff = maxoff2;
           directory = maptex+1;
           }
          
           offset = LONG(  *directory );
          
           if (  offset > maxoff )
           I_Error (  "R_InitTextures: bad texture directory" );
          
           mtexture = (  maptexture_t * ) (   (  byte * )maptex + offset );
          
           texture = textures[i] =
           Z_Malloc (  sizeof(  texture_t )
           + sizeof(  texpatch_t )*(  SHORT(  mtexture->patchcount )-1 ),  
           PU_STATIC,   0 );
          
           texture->width = SHORT(  mtexture->width );
           texture->height = SHORT(  mtexture->height );
           texture->patchcount = SHORT(  mtexture->patchcount );
          
           memcpy (  texture->name,   mtexture->name,   sizeof(  texture->name ) );
           mpatch = &mtexture->patches[0];
           patch = &texture->patches[0];
          
           for (  j=0 ; j<texture->patchcount ; j++,   mpatch++,   patch++ )
           {
           patch->originx = SHORT(  mpatch->originx );
           patch->originy = SHORT(  mpatch->originy );
           patch->patch = patchlookup[SHORT(  mpatch->patch )];
           if (  patch->patch == -1 )
           {
           I_Error (  "R_InitTextures: Missing patch in texture %s",  
           texture->name );
           }
           }
           texturecolumnlump[i] = Z_Malloc (  texture->width*2,   PU_STATIC,  0 );
           texturecolumnofs[i] = Z_Malloc (  texture->width*2,   PU_STATIC,  0 );
          
           j = 1;
           while (  j*2 <= texture->width )
           j<<=1;
          
           texturewidthmask[i] = j-1;
           textureheight[i] = texture->height<<FRACBITS;
          
           totalwidth += texture->width;
           }
          
           Z_Free (  maptex1 );
           if (  maptex2 )
           Z_Free (  maptex2 );
          
           // Precalculate whatever possible.
           for (  i=0 ; i<numtextures ; i++ )
           R_GenerateLookup (  i );
          
           // Create translation table for global animation.
           texturetranslation = Z_Malloc (  (  numtextures+1 )*4,   PU_STATIC,   0 );
          
           for (  i=0 ; i<numtextures ; i++ )
           texturetranslation[i] = i;
          }
          
          
          
          //
          // R_InitFlats
          //
     581  void R_InitFlats (  void )
          {
           int i;
          
           firstflat = W_GetNumForName (  "F_START" ) + 1;
           lastflat = W_GetNumForName (  "F_END" ) - 1;
           numflats = lastflat - firstflat + 1;
          
           // Create translation table for global animation.
           flattranslation = Z_Malloc (  (  numflats+1 )*4,   PU_STATIC,   0 );
          
           for (  i=0 ; i<numflats ; i++ )
           flattranslation[i] = i;
          }
          
          
          //
          // R_InitSpriteLumps
          // Finds the width and hoffset of all sprites in the wad,  
          // so the sprite does not need to be cached completely
          // just for having the header info ready during rendering.
          //
     603  void R_InitSpriteLumps (  void )
          {
           int i;
           patch_t *patch;
          
           firstspritelump = W_GetNumForName (  "S_START" ) + 1;
           lastspritelump = W_GetNumForName (  "S_END" ) - 1;
          
           numspritelumps = lastspritelump - firstspritelump + 1;
           spritewidth = Z_Malloc (  numspritelumps*4,   PU_STATIC,   0 );
           spriteoffset = Z_Malloc (  numspritelumps*4,   PU_STATIC,   0 );
           spritetopoffset = Z_Malloc (  numspritelumps*4,   PU_STATIC,   0 );
          
           for (  i=0 ; i< numspritelumps ; i++ )
           {
           if (  !(  i&63 ) )
           printf (  "." );
          
           patch = W_CacheLumpNum (  firstspritelump+i,   PU_CACHE );
           spritewidth[i] = SHORT(  patch->width )<<FRACBITS;
           spriteoffset[i] = SHORT(  patch->leftoffset )<<FRACBITS;
           spritetopoffset[i] = SHORT(  patch->topoffset )<<FRACBITS;
           }
          }
          
          
          
          //
          // R_InitColormaps
          //
     633  void R_InitColormaps (  void )
          {
           int lump,   length;
          
           // Load in the light tables,  
           // 256 byte align tables.
           lump = W_GetNumForName(  "COLORMAP" );
           length = W_LumpLength (  lump ) + 255;
           colormaps = Z_Malloc (  length,   PU_STATIC,   0 );
           colormaps = (  byte * )(   (  (  int )colormaps + 255 )&~0xff );
           W_ReadLump (  lump,  colormaps );
          }
          
          
          
          //
          // R_InitData
          // Locates all the lumps
          // that will be used by all views
          // Must be called after W_Init.
          //
     654  void R_InitData (  void )
          {
           R_InitTextures (   );
           printf (  "\nInitTextures" );
           R_InitFlats (   );
           printf (  "\nInitFlats" );
           R_InitSpriteLumps (   );
           printf (  "\nInitSprites" );
           R_InitColormaps (   );
           printf (  "\nInitColormaps" );
          }
          
          
          
          //
          // R_FlatNumForName
          // Retrieval,   get a flat number for a flat name.
          //
     672  int R_FlatNumForName (  char* name )
          {
           int i;
           char namet[9];
          
           i = W_CheckNumForName (  name );
          
           if (  i == -1 )
           {
           namet[8] = 0;
           memcpy (  namet,   name,  8 );
           I_Error (  "R_FlatNumForName: %s not found",  namet );
           }
           return i - firstflat;
          }
          
          
          
          
          //
          // R_CheckTextureNumForName
          // Check whether texture is available.
          // Filter out NoTexture indicator.
          //
     696  int R_CheckTextureNumForName (  char *name )
          {
           int i;
          
           // "NoTexture" marker.
           if (  name[0] == '-' )
           return 0;
          
           for (  i=0 ; i<numtextures ; i++ )
           if (  !strncasecmp (  textures[i]->name,   name,   8 )  )
           return i;
          
           return -1;
          }
          
          
          
          //
          // R_TextureNumForName
          // Calls R_CheckTextureNumForName,  
          // aborts with error message.
          //
     718  int R_TextureNumForName (  char* name )
          {
           int i;
          
           i = R_CheckTextureNumForName (  name );
          
           if (  i==-1 )
           {
           I_Error (  "R_TextureNumForName: %s not found",  
           name );
           }
           return i;
          }
          
          
          
          
          //
          // R_PrecacheLevel
          // Preloads all relevant graphics for the level.
          //
          int flatmemory;
          int texturememory;
          int spritememory;
          
     743  void R_PrecacheLevel (  void )
          {
           char* flatpresent;
           char* texturepresent;
           char* spritepresent;
          
           int i;
           int j;
           int k;
           int lump;
          
           texture_t* texture;
           thinker_t* th;
           spriteframe_t* sf;
          
           if (  demoplayback )
           return;
          
           // Precache flats.
           flatpresent = alloca(  numflats );
           memset (  flatpresent,  0,  numflats );
          
           for (  i=0 ; i<numsectors ; i++ )
           {
           flatpresent[sectors[i].floorpic] = 1;
           flatpresent[sectors[i].ceilingpic] = 1;
           }
          
           flatmemory = 0;
          
           for (  i=0 ; i<numflats ; i++ )
           {
           if (  flatpresent[i] )
           {
           lump = firstflat + i;
           flatmemory += lumpinfo[lump].size;
           W_CacheLumpNum(  lump,   PU_CACHE );
           }
           }
          
           // Precache textures.
           texturepresent = alloca(  numtextures );
           memset (  texturepresent,  0,   numtextures );
          
           for (  i=0 ; i<numsides ; i++ )
           {
           texturepresent[sides[i].toptexture] = 1;
           texturepresent[sides[i].midtexture] = 1;
           texturepresent[sides[i].bottomtexture] = 1;
           }
          
           // Sky texture is always present.
           // Note that F_SKY1 is the name used to
           // indicate a sky floor/ceiling as a flat,  
           // while the sky texture is stored like
           // a wall texture,   with an episode dependend
           // name.
           texturepresent[skytexture] = 1;
          
           texturememory = 0;
           for (  i=0 ; i<numtextures ; i++ )
           {
           if (  !texturepresent[i] )
           continue;
          
           texture = textures[i];
          
           for (  j=0 ; j<texture->patchcount ; j++ )
           {
           lump = texture->patches[j].patch;
           texturememory += lumpinfo[lump].size;
           W_CacheLumpNum(  lump ,   PU_CACHE );
           }
           }
          
           // Precache sprites.
           spritepresent = alloca(  numsprites );
           memset (  spritepresent,  0,   numsprites );
          
           for (  th = thinkercap.next ; th != &thinkercap ; th=th->next )
           {
           if (  th->function.acp1 == (  actionf_p1 )P_MobjThinker )
           spritepresent[(  (  mobj_t * )th )->sprite] = 1;
           }
          
           spritememory = 0;
           for (  i=0 ; i<numsprites ; i++ )
           {
           if (  !spritepresent[i] )
           continue;
          
           for (  j=0 ; j<sprites[i].numframes ; j++ )
           {
           sf = &sprites[i].spriteframes[j];
           for (  k=0 ; k<8 ; k++ )
           {
           lump = firstspritelump + sf->lump[k];
           spritememory += lumpinfo[lump].size;
           W_CacheLumpNum(  lump ,   PU_CACHE );
           }
           }
           }
          }
          
          
          
          

r_data.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Refresh module,   data I/O,   caching,   retrieval of graphics
          // by name.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __R_DATA__
          #define __R_DATA__
          
          #include "r_defs.h"
          #include "r_state.h"
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          // Retrieve column data for span blitting.
          byte*
      36  R_GetColumn
          (   int tex,  
           int col  );
          
          
          // I/O,   setting up the stuff.
      42  void R_InitData (  void );
      43  void R_PrecacheLevel (  void );
          
          
          // Retrieval.
          // Floor/ceiling opaque texture tiles,  
          // lookup by name. For animation?
      49  int R_FlatNumForName (  char* name );
          
          
          // Called by P_Ticker for switches and animations,  
          // returns the texture number for the texture name.
      54  int R_TextureNumForName (  char *name );
      55  int R_CheckTextureNumForName (  char *name );
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

r_defs.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Refresh/rendering module,   shared data struct definitions.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __R_DEFS__
          #define __R_DEFS__
          
          
          // Screenwidth.
          #include "doomdef.h"
          
          // Some more or less basic data types
          // we depend on.
          #include "m_fixed.h"
          
          // We rely on the thinker data struct
          // to handle sound origins in sectors.
          #include "d_think.h"
          // SECTORS do store MObjs anyway.
          #include "p_mobj.h"
          
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          
          // Silhouette,   needed for clipping Segs (  mainly )
          // and sprites representing things.
          #define SIL_NONE 0
          #define SIL_BOTTOM 1
          #define SIL_TOP 2
          #define SIL_BOTH 3
          
          #define MAXDRAWSEGS 256
          
          
          
          
          
          //
          // INTERNAL MAP TYPES
          // used by play and refresh
          //
          
          //
          // Your plain vanilla vertex.
          // Note: transformed values not buffered locally,  
          // like some DOOM-alikes (  "wt",   "WebView" ) did.
          //
          typedef struct
          {
           fixed_t x;
           fixed_t y;
          
          } vertex_t;
          
          
          // Forward of LineDefs,   for Sectors.
          struct line_s;
          
          // Each sector has a degenmobj_t in its center
          // for sound origin purposes.
          // I suppose this does not handle sound from
          // moving objects (  doppler ),   because
          // position is prolly just buffered,   not
          // updated.
          typedef struct
          {
           thinker_t thinker; // not used for anything
           fixed_t x;
           fixed_t y;
           fixed_t z;
          
          } degenmobj_t;
          
          //
          // The SECTORS record,   at runtime.
          // Stores things/mobjs.
          //
          typedef struct
          {
           fixed_t floorheight;
           fixed_t ceilingheight;
           short floorpic;
           short ceilingpic;
           short lightlevel;
           short special;
           short tag;
          
           // 0 = untraversed,   1,  2 = sndlines -1
           int soundtraversed;
          
           // thing that made a sound (  or null )
           mobj_t* soundtarget;
          
           // mapblock bounding box for height changes
           int blockbox[4];
          
           // origin for any sounds played by the sector
           degenmobj_t soundorg;
          
           // if == validcount,   already checked
           int validcount;
          
           // list of mobjs in sector
           mobj_t* thinglist;
          
           // thinker_t for reversable actions
           void* specialdata;
          
           int linecount;
           struct line_s** lines; // [linecount] size
          
          } sector_t;
          
          
          
          
          //
          // The SideDef.
          //
          
          typedef struct
          {
           // add this to the calculated texture column
           fixed_t textureoffset;
          
           // add this to the calculated texture top
           fixed_t rowoffset;
          
           // Texture indices.
           // We do not maintain names here.
           short toptexture;
           short bottomtexture;
           short midtexture;
          
           // Sector the SideDef is facing.
           sector_t* sector;
          
          } side_t;
          
          
          
          //
          // Move clipping aid for LineDefs.
          //
          typedef enum
          {
           ST_HORIZONTAL,  
           ST_VERTICAL,  
           ST_POSITIVE,  
           ST_NEGATIVE
          
          } slopetype_t;
          
          
          
          typedef struct line_s
          {
           // Vertices,   from v1 to v2.
           vertex_t* v1;
           vertex_t* v2;
          
           // Precalculated v2 - v1 for side checking.
           fixed_t dx;
           fixed_t dy;
          
           // Animation related.
           short flags;
           short special;
           short tag;
          
           // Visual appearance: SideDefs.
           // sidenum[1] will be -1 if one sided
           short sidenum[2];
          
           // Neat. Another bounding box,   for the extent
           // of the LineDef.
           fixed_t bbox[4];
          
           // To aid move clipping.
           slopetype_t slopetype;
          
           // Front and back sector.
           // Note: redundant? Can be retrieved from SideDefs.
           sector_t* frontsector;
           sector_t* backsector;
          
           // if == validcount,   already checked
           int validcount;
          
           // thinker_t for reversable actions
           void* specialdata;
          } line_t;
          
          
          
          
          //
          // A SubSector.
          // References a Sector.
          // Basically,   this is a list of LineSegs,  
          // indicating the visible walls that define
          // (  all or some ) sides of a convex BSP leaf.
          //
          typedef struct subsector_s
          {
           sector_t* sector;
           short numlines;
           short firstline;
          
          } subsector_t;
          
          
          
          //
          // The LineSeg.
          //
          typedef struct
          {
           vertex_t* v1;
           vertex_t* v2;
          
           fixed_t offset;
          
           angle_t angle;
          
           side_t* sidedef;
           line_t* linedef;
          
           // Sector references.
           // Could be retrieved from linedef,   too.
           // backsector is NULL for one sided lines
           sector_t* frontsector;
           sector_t* backsector;
          
          } seg_t;
          
          
          
          //
          // BSP node.
          //
          typedef struct
          {
           // Partition line.
           fixed_t x;
           fixed_t y;
           fixed_t dx;
           fixed_t dy;
          
           // Bounding box for each child.
           fixed_t bbox[2][4];
          
           // If NF_SUBSECTOR its a subsector.
           unsigned short children[2];
          
          } node_t;
          
          
          
          
          // posts are runs of non masked source pixels
          typedef struct
          {
           byte topdelta; // -1 is the last post in a column
           byte length; // length data bytes follows
          } post_t;
          
          // column_t is a list of 0 or more post_t,   (  byte )-1 terminated
          typedef post_t column_t;
          
          
          
          // PC direct to screen pointers
          //B UNUSED - keep till detailshift in r_draw.c resolved
          //extern byte* destview;
          //extern byte* destscreen;
          
          
          
          
          
          //
          // OTHER TYPES
          //
          
          // This could be wider for >8 bit display.
          // Indeed,   true color support is posibble
          // precalculating 24bpp lightmap/colormap LUT.
          // from darkening PLAYPAL to all black.
          // Could even us emore than 32 levels.
          typedef byte lighttable_t;
          
          
          
          
          //
          // ?
          //
          typedef struct drawseg_s
          {
           seg_t* curline;
           int x1;
           int x2;
          
           fixed_t scale1;
           fixed_t scale2;
           fixed_t scalestep;
          
           // 0=none,   1=bottom,   2=top,   3=both
           int silhouette;
          
           // do not clip sprites above this
           fixed_t bsilheight;
          
           // do not clip sprites below this
           fixed_t tsilheight;
          
           // Pointers to lists for sprite clipping,  
           // all three adjusted so [x1] is first value.
           short* sprtopclip;
           short* sprbottomclip;
           short* maskedtexturecol;
          
          } drawseg_t;
          
          
          
          // Patches.
          // A patch holds one or more columns.
          // Patches are used for sprites and all masked pictures,  
          // and we compose textures from the TEXTURE1/2 lists
          // of patches.
          typedef struct
          {
           short width; // bounding box size
           short height;
           short leftoffset; // pixels to the left of origin
           short topoffset; // pixels below the origin
           int columnofs[8]; // only [width] used
           // the [0] is &columnofs[width]
          } patch_t;
          
          
          
          
          
          
          
          // A vissprite_t is a thing
          // that will be drawn during a refresh.
          // I.e. a sprite object that is partly visible.
          typedef struct vissprite_s
          {
           // Doubly linked list.
           struct vissprite_s* prev;
           struct vissprite_s* next;
          
           int x1;
           int x2;
          
           // for line side calculation
           fixed_t gx;
           fixed_t gy;
          
           // global bottom / top for silhouette clipping
           fixed_t gz;
           fixed_t gzt;
          
           // horizontal position of x1
           fixed_t startfrac;
          
           fixed_t scale;
          
           // negative if flipped
           fixed_t xiscale;
          
           fixed_t texturemid;
           int patch;
          
           // for color translation and shadow draw,  
           // maxbright frames as well
           lighttable_t* colormap;
          
           int mobjflags;
          
          } vissprite_t;
          
          
          //
          // Sprites are patches with a special naming convention
          // so they can be recognized by R_InitSprites.
          // The base name is NNNNFx or NNNNFxFx,   with
          // x indicating the rotation,   x = 0,   1-7.
          // The sprite and frame specified by a thing_t
          // is range checked at run time.
          // A sprite is a patch_t that is assumed to represent
          // a three dimensional object and may have multiple
          // rotations pre drawn.
          // Horizontal flipping is used to save space,  
          // thus NNNNF2F5 defines a mirrored patch.
          // Some sprites will only have one picture used
          // for all views: NNNNF0
          //
          typedef struct
          {
           // If false use 0 for any position.
           // Note: as eight entries are available,  
           // we might as well insert the same name eight times.
           boolean rotate;
          
           // Lump to use for view angles 0-7.
           short lump[8];
          
           // Flip bit (  1 = flip ) to use for view angles 0-7.
           byte flip[8];
          
          } spriteframe_t;
          
          
          
          //
          // A sprite definition:
          // a number of animation frames.
          //
          typedef struct
          {
           int numframes;
           spriteframe_t* spriteframes;
          
          } spritedef_t;
          
          
          
          //
          // Now what is a visplane,   anyway?
          //
          typedef struct
          {
           fixed_t height;
           int picnum;
           int lightlevel;
           int minx;
           int maxx;
          
           // leave pads for [minx-1]/[maxx+1]
          
           byte pad1;
           // Here lies the rub for all
           // dynamic resize/change of resolution.
           byte top[SCREENWIDTH];
           byte pad2;
           byte pad3;
           // See above.
           byte bottom[SCREENWIDTH];
           byte pad4;
          
          } visplane_t;
          
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

r_draw.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // The actual span/column drawing functions.
          // Here find the main potential for optimization,  
          // e.g. inline assembly,   different algorithms.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: r_draw.c,  v 1.4 1997/02/03 16:47:55 b1 Exp $";
          
          
          #include "doomdef.h"
          
          #include "i_system.h"
          #include "z_zone.h"
          #include "w_wad.h"
          
          #include "r_local.h"
          
          // Needs access to LFB (  guess what ).
          #include "v_video.h"
          
          // State.
          #include "doomstat.h"
          
          
          // ?
          #define MAXWIDTH 1120
          #define MAXHEIGHT 832
          
          // status bar height at bottom of screen
          #define SBARHEIGHT 32
          
          //
          // All drawing to the view buffer is accomplished in this file.
          // The other refresh files only know about ccordinates,  
          // not the architecture of the frame buffer.
          // Conveniently,   the frame buffer is a linear one,  
          // and we need only the base address,  
          // and the total size == width*height*depth/8.,  
          //
          
          
          byte* viewimage;
          int viewwidth;
          int scaledviewwidth;
          int viewheight;
          int viewwindowx;
          int viewwindowy;
          byte* ylookup[MAXHEIGHT];
          int columnofs[MAXWIDTH];
          
          // Color tables for different players,  
          // translate a limited part to another
          // (  color ramps used for suit colors ).
          //
          byte translations[3][256];
          
          
          
          
          //
          // R_DrawColumn
          // Source is the top of the column to scale.
          //
          lighttable_t* dc_colormap;
          int dc_x;
          int dc_yl;
          int dc_yh;
          fixed_t dc_iscale;
          fixed_t dc_texturemid;
          
          // first pixel in a column (  possibly virtual )
          byte* dc_source;
          
          // just for profiling
          int dccount;
          
          //
          // A column is a vertical slice/span from a wall texture that,  
          // given the DOOM style restrictions on the view orientation,  
          // will always have constant z depth.
          // Thus a special case loop for very fast rendering can
          // be used. It has also been used with Wolfenstein 3D.
          //
     105  void R_DrawColumn (  void )
          {
           int count;
           byte* dest;
           fixed_t frac;
           fixed_t fracstep;
          
           count = dc_yh - dc_yl;
          
           // Zero length,   column does not exceed a pixel.
           if (  count < 0 )
           return;
          
          #ifdef RANGECHECK
           if (  (  unsigned )dc_x >= SCREENWIDTH
           || dc_yl < 0
           || dc_yh >= SCREENHEIGHT )
           I_Error (  "R_DrawColumn: %i to %i at %i",   dc_yl,   dc_yh,   dc_x );
          #endif
          
           // Framebuffer destination address.
           // Use ylookup LUT to avoid multiply with ScreenWidth.
           // Use columnofs LUT for subwindows?
           dest = ylookup[dc_yl] + columnofs[dc_x];
          
           // Determine scaling,  
           // which is the only mapping to be done.
           fracstep = dc_iscale;
           frac = dc_texturemid + (  dc_yl-centery )*fracstep;
          
           // Inner loop that does the actual texture mapping,  
           // e.g. a DDA-lile scaling.
           // This is as fast as it gets.
           do
           {
           // Re-map color indices from wall texture column
           // using a lighting/special effects LUT.
           *dest = dc_colormap[dc_source[(  frac>>FRACBITS )&127]];
          
           dest += SCREENWIDTH;
           frac += fracstep;
          
           } while (  count-- );
          }
          
          
          
          // UNUSED.
          // Loop unrolled.
          #if 0
     155  void R_DrawColumn (  void )
          {
           int count;
           byte* source;
           byte* dest;
           byte* colormap;
          
           unsigned frac;
           unsigned fracstep;
           unsigned fracstep2;
           unsigned fracstep3;
           unsigned fracstep4;
          
           count = dc_yh - dc_yl + 1;
          
           source = dc_source;
           colormap = dc_colormap;
           dest = ylookup[dc_yl] + columnofs[dc_x];
          
           fracstep = dc_iscale<<9;
           frac = (  dc_texturemid + (  dc_yl-centery )*dc_iscale )<<9;
          
           fracstep2 = fracstep+fracstep;
           fracstep3 = fracstep2+fracstep;
           fracstep4 = fracstep3+fracstep;
          
           while (  count >= 8 )
           {
           dest[0] = colormap[source[frac>>25]];
           dest[SCREENWIDTH] = colormap[source[(  frac+fracstep )>>25]];
           dest[SCREENWIDTH*2] = colormap[source[(  frac+fracstep2 )>>25]];
           dest[SCREENWIDTH*3] = colormap[source[(  frac+fracstep3 )>>25]];
          
           frac += fracstep4;
          
           dest[SCREENWIDTH*4] = colormap[source[frac>>25]];
           dest[SCREENWIDTH*5] = colormap[source[(  frac+fracstep )>>25]];
           dest[SCREENWIDTH*6] = colormap[source[(  frac+fracstep2 )>>25]];
           dest[SCREENWIDTH*7] = colormap[source[(  frac+fracstep3 )>>25]];
          
           frac += fracstep4;
           dest += SCREENWIDTH*8;
           count -= 8;
           }
          
           while (  count > 0 )
           {
           *dest = colormap[source[frac>>25]];
           dest += SCREENWIDTH;
           frac += fracstep;
           count--;
           }
          }
          #endif
          
          
     211  void R_DrawColumnLow (  void )
          {
           int count;
           byte* dest;
           byte* dest2;
           fixed_t frac;
           fixed_t fracstep;
          
           count = dc_yh - dc_yl;
          
           // Zero length.
           if (  count < 0 )
           return;
          
          #ifdef RANGECHECK
           if (  (  unsigned )dc_x >= SCREENWIDTH
           || dc_yl < 0
           || dc_yh >= SCREENHEIGHT )
           {
          
           I_Error (  "R_DrawColumn: %i to %i at %i",   dc_yl,   dc_yh,   dc_x );
           }
           // dccount++;
          #endif
           // Blocky mode,   need to multiply by 2.
           dc_x <<= 1;
          
           dest = ylookup[dc_yl] + columnofs[dc_x];
           dest2 = ylookup[dc_yl] + columnofs[dc_x+1];
          
           fracstep = dc_iscale;
           frac = dc_texturemid + (  dc_yl-centery )*fracstep;
          
           do
           {
           // Hack. Does not work corretly.
           *dest2 = *dest = dc_colormap[dc_source[(  frac>>FRACBITS )&127]];
           dest += SCREENWIDTH;
           dest2 += SCREENWIDTH;
           frac += fracstep;
          
           } while (  count-- );
          }
          
          
          //
          // Spectre/Invisibility.
          //
          #define FUZZTABLE 50
          #define FUZZOFF (  SCREENWIDTH )
          
          
          int fuzzoffset[FUZZTABLE] =
          {
           FUZZOFF,  -FUZZOFF,  FUZZOFF,  -FUZZOFF,  FUZZOFF,  FUZZOFF,  -FUZZOFF,  
           FUZZOFF,  FUZZOFF,  -FUZZOFF,  FUZZOFF,  FUZZOFF,  FUZZOFF,  -FUZZOFF,  
           FUZZOFF,  FUZZOFF,  FUZZOFF,  -FUZZOFF,  -FUZZOFF,  -FUZZOFF,  -FUZZOFF,  
           FUZZOFF,  -FUZZOFF,  -FUZZOFF,  FUZZOFF,  FUZZOFF,  FUZZOFF,  FUZZOFF,  -FUZZOFF,  
           FUZZOFF,  -FUZZOFF,  FUZZOFF,  FUZZOFF,  -FUZZOFF,  -FUZZOFF,  FUZZOFF,  
           FUZZOFF,  -FUZZOFF,  -FUZZOFF,  -FUZZOFF,  -FUZZOFF,  FUZZOFF,  FUZZOFF,  
           FUZZOFF,  FUZZOFF,  -FUZZOFF,  FUZZOFF,  FUZZOFF,  -FUZZOFF,  FUZZOFF
          };
          
          int fuzzpos = 0;
          
          
          //
          // Framebuffer postprocessing.
          // Creates a fuzzy image by copying pixels
          // from adjacent ones to left and right.
          // Used with an all black colormap,   this
          // could create the SHADOW effect,  
          // i.e. spectres and invisible players.
          //
     285  void R_DrawFuzzColumn (  void )
          {
           int count;
           byte* dest;
           fixed_t frac;
           fixed_t fracstep;
          
           // Adjust borders. Low...
           if (  !dc_yl )
           dc_yl = 1;
          
           // .. and high.
           if (  dc_yh == viewheight-1 )
           dc_yh = viewheight - 2;
          
           count = dc_yh - dc_yl;
          
           // Zero length.
           if (  count < 0 )
           return;
          
          
          #ifdef RANGECHECK
           if (  (  unsigned )dc_x >= SCREENWIDTH
           || dc_yl < 0 || dc_yh >= SCREENHEIGHT )
           {
           I_Error (  "R_DrawFuzzColumn: %i to %i at %i",  
           dc_yl,   dc_yh,   dc_x );
           }
          #endif
          
          
           // Keep till detailshift bug in blocky mode fixed,  
           // or blocky mode removed.
           /* WATCOM code
           if (  detailshift )
           {
           if (  dc_x & 1 )
           {
           outpw (  GC_INDEX,  GC_READMAP+(  2<<8 )  );
           outp (  SC_INDEX+1,  12 );
           }
           else
           {
           outpw (  GC_INDEX,  GC_READMAP );
           outp (  SC_INDEX+1,  3 );
           }
           dest = destview + dc_yl*80 + (  dc_x>>1 );
           }
           else
           {
           outpw (  GC_INDEX,  GC_READMAP+(  (  dc_x&3 )<<8 )  );
           outp (  SC_INDEX+1,  1<<(  dc_x&3 ) );
           dest = destview + dc_yl*80 + (  dc_x>>2 );
           }*/
          
          
           // Does not work with blocky mode.
           dest = ylookup[dc_yl] + columnofs[dc_x];
          
           // Looks familiar.
           fracstep = dc_iscale;
           frac = dc_texturemid + (  dc_yl-centery )*fracstep;
          
           // Looks like an attempt at dithering,  
           // using the colormap #6 (  of 0-31,   a bit
           // brighter than average ).
           do
           {
           // Lookup framebuffer,   and retrieve
           // a pixel that is either one column
           // left or right of the current one.
           // Add index from colormap to index.
           *dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]];
          
           // Clamp table lookup index.
           if (  ++fuzzpos == FUZZTABLE )
           fuzzpos = 0;
          
           dest += SCREENWIDTH;
          
           frac += fracstep;
           } while (  count-- );
          }
          
          
          
          
          //
          // R_DrawTranslatedColumn
          // Used to draw player sprites
          // with the green colorramp mapped to others.
          // Could be used with different translation
          // tables,   e.g. the lighter colored version
          // of the BaronOfHell,   the HellKnight,   uses
          // identical sprites,   kinda brightened up.
          //
          byte* dc_translation;
          byte* translationtables;
          
     385  void R_DrawTranslatedColumn (  void )
          {
           int count;
           byte* dest;
           fixed_t frac;
           fixed_t fracstep;
          
           count = dc_yh - dc_yl;
           if (  count < 0 )
           return;
          
          #ifdef RANGECHECK
           if (  (  unsigned )dc_x >= SCREENWIDTH
           || dc_yl < 0
           || dc_yh >= SCREENHEIGHT )
           {
           I_Error (   "R_DrawColumn: %i to %i at %i",  
           dc_yl,   dc_yh,   dc_x );
           }
          
          #endif
          
          
           // WATCOM VGA specific.
           /* Keep for fixing.
           if (  detailshift )
           {
           if (  dc_x & 1 )
           outp (  SC_INDEX+1,  12 );
           else
           outp (  SC_INDEX+1,  3 );
          
           dest = destview + dc_yl*80 + (  dc_x>>1 );
           }
           else
           {
           outp (  SC_INDEX+1,  1<<(  dc_x&3 ) );
          
           dest = destview + dc_yl*80 + (  dc_x>>2 );
           }*/
          
          
           // FIXME. As above.
           dest = ylookup[dc_yl] + columnofs[dc_x];
          
           // Looks familiar.
           fracstep = dc_iscale;
           frac = dc_texturemid + (  dc_yl-centery )*fracstep;
          
           // Here we do an additional index re-mapping.
           do
           {
           // Translation tables are used
           // to map certain colorramps to other ones,  
           // used with PLAY sprites.
           // Thus the "green" ramp of the player 0 sprite
           // is mapped to gray,   red,   black/indigo.
           *dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
           dest += SCREENWIDTH;
          
           frac += fracstep;
           } while (  count-- );
          }
          
          
          
          
          //
          // R_InitTranslationTables
          // Creates the translation tables to map
          // the green color ramp to gray,   brown,   red.
          // Assumes a given structure of the PLAYPAL.
          // Could be read from a lump instead.
          //
     459  void R_InitTranslationTables (  void )
          {
           int i;
          
           translationtables = Z_Malloc (  256*3+255,   PU_STATIC,   0 );
           translationtables = (  byte * )(  (   (  int )translationtables + 255  )& ~255 );
          
           // translate just the 16 green colors
           for (  i=0 ; i<256 ; i++ )
           {
           if (  i >= 0x70 && i<= 0x7f )
           {
           // map green ramp to gray,   brown,   red
           translationtables[i] = 0x60 + (  i&0xf );
           translationtables [i+256] = 0x40 + (  i&0xf );
           translationtables [i+512] = 0x20 + (  i&0xf );
           }
           else
           {
           // Keep all other colors as is.
           translationtables[i] = translationtables[i+256]
           = translationtables[i+512] = i;
           }
           }
          }
          
          
          
          
          //
          // R_DrawSpan
          // With DOOM style restrictions on view orientation,  
          // the floors and ceilings consist of horizontal slices
          // or spans with constant z depth.
          // However,   rotation around the world z axis is possible,  
          // thus this mapping,   while simpler and faster than
          // perspective correct texture mapping,   has to traverse
          // the texture at an angle in all but a few cases.
          // In consequence,   flats are not stored by column (  like walls ),  
          // and the inner loop has to step in texture space u and v.
          //
          int ds_y;
          int ds_x1;
          int ds_x2;
          
          lighttable_t* ds_colormap;
          
          fixed_t ds_xfrac;
          fixed_t ds_yfrac;
          fixed_t ds_xstep;
          fixed_t ds_ystep;
          
          // start of a 64*64 tile image
          byte* ds_source;
          
          // just for profiling
          int dscount;
          
          
          //
          // Draws the actual span.
     520  void R_DrawSpan (  void )
          {
           fixed_t xfrac;
           fixed_t yfrac;
           byte* dest;
           int count;
           int spot;
          
          #ifdef RANGECHECK
           if (  ds_x2 < ds_x1
           || ds_x1<0
           || ds_x2>=SCREENWIDTH
           || (  unsigned )ds_y>SCREENHEIGHT )
           {
           I_Error(   "R_DrawSpan: %i to %i at %i",  
           ds_x1,  ds_x2,  ds_y );
           }
          // dscount++;
          #endif
          
          
           xfrac = ds_xfrac;
           yfrac = ds_yfrac;
          
           dest = ylookup[ds_y] + columnofs[ds_x1];
          
           // We do not check for zero spans here?
           count = ds_x2 - ds_x1;
          
           do
           {
           // Current texture index in u,  v.
           spot = (  (  yfrac>>(  16-6 ) )&(  63*64 ) ) + (  (  xfrac>>16 )&63 );
          
           // Lookup pixel from flat texture tile,  
           // re-index using light/colormap.
           *dest++ = ds_colormap[ds_source[spot]];
          
           // Next step in u,  v.
           xfrac += ds_xstep;
           yfrac += ds_ystep;
          
           } while (  count-- );
          }
          
          
          
          // UNUSED.
          // Loop unrolled by 4.
          #if 0
     570  void R_DrawSpan (  void )
          {
           unsigned position,   step;
          
           byte* source;
           byte* colormap;
           byte* dest;
          
           unsigned count;
           usingned spot;
           unsigned value;
           unsigned temp;
           unsigned xtemp;
           unsigned ytemp;
          
           position = (  (  ds_xfrac<<10 )&0xffff0000 ) | (  (  ds_yfrac>>6 )&0xffff );
           step = (  (  ds_xstep<<10 )&0xffff0000 ) | (  (  ds_ystep>>6 )&0xffff );
          
           source = ds_source;
           colormap = ds_colormap;
           dest = ylookup[ds_y] + columnofs[ds_x1];
           count = ds_x2 - ds_x1 + 1;
          
           while (  count >= 4 )
           {
           ytemp = position>>4;
           ytemp = ytemp & 4032;
           xtemp = position>>26;
           spot = xtemp | ytemp;
           position += step;
           dest[0] = colormap[source[spot]];
          
           ytemp = position>>4;
           ytemp = ytemp & 4032;
           xtemp = position>>26;
           spot = xtemp | ytemp;
           position += step;
           dest[1] = colormap[source[spot]];
          
           ytemp = position>>4;
           ytemp = ytemp & 4032;
           xtemp = position>>26;
           spot = xtemp | ytemp;
           position += step;
           dest[2] = colormap[source[spot]];
          
           ytemp = position>>4;
           ytemp = ytemp & 4032;
           xtemp = position>>26;
           spot = xtemp | ytemp;
           position += step;
           dest[3] = colormap[source[spot]];
          
           count -= 4;
           dest += 4;
           }
           while (  count > 0 )
           {
           ytemp = position>>4;
           ytemp = ytemp & 4032;
           xtemp = position>>26;
           spot = xtemp | ytemp;
           position += step;
           *dest++ = colormap[source[spot]];
           count--;
           }
          }
          #endif
          
          
          //
          // Again..
          //
     643  void R_DrawSpanLow (  void )
          {
           fixed_t xfrac;
           fixed_t yfrac;
           byte* dest;
           int count;
           int spot;
          
          #ifdef RANGECHECK
           if (  ds_x2 < ds_x1
           || ds_x1<0
           || ds_x2>=SCREENWIDTH
           || (  unsigned )ds_y>SCREENHEIGHT )
           {
           I_Error(   "R_DrawSpan: %i to %i at %i",  
           ds_x1,  ds_x2,  ds_y );
           }
          // dscount++;
          #endif
          
           xfrac = ds_xfrac;
           yfrac = ds_yfrac;
          
           // Blocky mode,   need to multiply by 2.
           ds_x1 <<= 1;
           ds_x2 <<= 1;
          
           dest = ylookup[ds_y] + columnofs[ds_x1];
          
          
           count = ds_x2 - ds_x1;
           do
           {
           spot = (  (  yfrac>>(  16-6 ) )&(  63*64 ) ) + (  (  xfrac>>16 )&63 );
           // Lowres/blocky mode does it twice,  
           // while scale is adjusted appropriately.
           *dest++ = ds_colormap[ds_source[spot]];
           *dest++ = ds_colormap[ds_source[spot]];
          
           xfrac += ds_xstep;
           yfrac += ds_ystep;
          
           } while (  count-- );
          }
          
          //
          // R_InitBuffer
          // Creats lookup tables that avoid
          // multiplies and other hazzles
          // for getting the framebuffer address
          // of a pixel to draw.
          //
          void
     696  R_InitBuffer
          (   int width,  
           int height  )
          {
           int i;
          
           // Handle resize,  
           // e.g. smaller view windows
           // with border and/or status bar.
           viewwindowx = (  SCREENWIDTH-width ) >> 1;
          
           // Column offset. For windows.
           for (  i=0 ; i<width ; i++ )
           columnofs[i] = viewwindowx + i;
          
           // Samw with base row offset.
           if (  width == SCREENWIDTH )
           viewwindowy = 0;
           else
           viewwindowy = (  SCREENHEIGHT-SBARHEIGHT-height ) >> 1;
          
           // Preclaculate all row offsets.
           for (  i=0 ; i<height ; i++ )
           ylookup[i] = screens[0] + (  i+viewwindowy )*SCREENWIDTH;
          }
          
          
          
          
          //
          // R_FillBackScreen
          // Fills the back screen with a pattern
          // for variable screen sizes
          // Also draws a beveled edge.
          //
     731  void R_FillBackScreen (  void )
          {
           byte* src;
           byte* dest;
           int x;
           int y;
           patch_t* patch;
          
           // DOOM border patch.
           char name1[] = "FLOOR7_2";
          
           // DOOM II border patch.
           char name2[] = "GRNROCK";
          
           char* name;
          
           if (  scaledviewwidth == 320 )
           return;
          
           if (   gamemode == commercial )
           name = name2;
           else
           name = name1;
          
           src = W_CacheLumpName (  name,   PU_CACHE );
           dest = screens[1];
          
           for (  y=0 ; y<SCREENHEIGHT-SBARHEIGHT ; y++ )
           {
           for (  x=0 ; x<SCREENWIDTH/64 ; x++ )
           {
           memcpy (  dest,   src+(  (  y&63 )<<6 ),   64 );
           dest += 64;
           }
          
           if (  SCREENWIDTH&63 )
           {
           memcpy (  dest,   src+(  (  y&63 )<<6 ),   SCREENWIDTH&63 );
           dest += (  SCREENWIDTH&63 );
           }
           }
          
           patch = W_CacheLumpName (  "brdr_t",  PU_CACHE );
          
           for (  x=0 ; x<scaledviewwidth ; x+=8 )
           V_DrawPatch (  viewwindowx+x,  viewwindowy-8,  1,  patch );
           patch = W_CacheLumpName (  "brdr_b",  PU_CACHE );
          
           for (  x=0 ; x<scaledviewwidth ; x+=8 )
           V_DrawPatch (  viewwindowx+x,  viewwindowy+viewheight,  1,  patch );
           patch = W_CacheLumpName (  "brdr_l",  PU_CACHE );
          
           for (  y=0 ; y<viewheight ; y+=8 )
           V_DrawPatch (  viewwindowx-8,  viewwindowy+y,  1,  patch );
           patch = W_CacheLumpName (  "brdr_r",  PU_CACHE );
          
           for (  y=0 ; y<viewheight ; y+=8 )
           V_DrawPatch (  viewwindowx+scaledviewwidth,  viewwindowy+y,  1,  patch );
          
          
           // Draw beveled edge.
           V_DrawPatch (  viewwindowx-8,  
           viewwindowy-8,  
           1,  
           W_CacheLumpName (  "brdr_tl",  PU_CACHE ) );
          
           V_DrawPatch (  viewwindowx+scaledviewwidth,  
           viewwindowy-8,  
           1,  
           W_CacheLumpName (  "brdr_tr",  PU_CACHE ) );
          
           V_DrawPatch (  viewwindowx-8,  
           viewwindowy+viewheight,  
           1,  
           W_CacheLumpName (  "brdr_bl",  PU_CACHE ) );
          
           V_DrawPatch (  viewwindowx+scaledviewwidth,  
           viewwindowy+viewheight,  
           1,  
           W_CacheLumpName (  "brdr_br",  PU_CACHE ) );
          }
          
          
          //
          // Copy a screen buffer.
          //
          void
     818  R_VideoErase
          (   unsigned ofs,  
           int count  )
          {
           // LFB copy.
           // This might not be a good idea if memcpy
           // is not optiomal,   e.g. byte by byte on
           // a 32bit CPU,   as GNU GCC/Linux libc did
           // at one point.
           memcpy (  screens[0]+ofs,   screens[1]+ofs,   count );
          }
          
          
          //
          // R_DrawViewBorder
          // Draws the border around the view
          // for different size windows?
          //
          void
     837  V_MarkRect
          (   int x,  
           int y,  
           int width,  
           int height  );
          
     843  void R_DrawViewBorder (  void )
          {
           int top;
           int side;
           int ofs;
           int i;
          
           if (  scaledviewwidth == SCREENWIDTH )
           return;
          
           top = (  (  SCREENHEIGHT-SBARHEIGHT )-viewheight )/2;
           side = (  SCREENWIDTH-scaledviewwidth )/2;
          
           // copy top and one line of left side
           R_VideoErase (  0,   top*SCREENWIDTH+side );
          
           // copy one line of right side and bottom
           ofs = (  viewheight+top )*SCREENWIDTH-side;
           R_VideoErase (  ofs,   top*SCREENWIDTH+side );
          
           // copy sides using wraparound
           ofs = top*SCREENWIDTH + SCREENWIDTH-side;
           side <<= 1;
          
           for (  i=1 ; i<viewheight ; i++ )
           {
           R_VideoErase (  ofs,   side );
           ofs += SCREENWIDTH;
           }
          
           // ?
           V_MarkRect (  0,  0,  SCREENWIDTH,   SCREENHEIGHT-SBARHEIGHT );
          }
          
          

r_draw.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // System specific interface stuff.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __R_DRAW__
          #define __R_DRAW__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          extern lighttable_t* dc_colormap;
          extern int dc_x;
          extern int dc_yl;
          extern int dc_yh;
          extern fixed_t dc_iscale;
          extern fixed_t dc_texturemid;
          
          // first pixel in a column
          extern byte* dc_source;
          
          
          // The span blitting interface.
          // Hook in assembler or system specific BLT
          // here.
      46  void R_DrawColumn (  void );
      47  void R_DrawColumnLow (  void );
          
          // The Spectre/Invisibility effect.
      50  void R_DrawFuzzColumn (  void );
      51  void R_DrawFuzzColumnLow (  void );
          
          // Draw with color translation tables,  
          // for player sprite rendering,  
          // Green/Red/Blue/Indigo shirts.
      56  void R_DrawTranslatedColumn (  void );
      57  void R_DrawTranslatedColumnLow (  void );
          
          void
      60  R_VideoErase
          (   unsigned ofs,  
           int count  );
          
          extern int ds_y;
          extern int ds_x1;
          extern int ds_x2;
          
          extern lighttable_t* ds_colormap;
          
          extern fixed_t ds_xfrac;
          extern fixed_t ds_yfrac;
          extern fixed_t ds_xstep;
          extern fixed_t ds_ystep;
          
          // start of a 64*64 tile image
          extern byte* ds_source;
          
          extern byte* translationtables;
          extern byte* dc_translation;
          
          
          // Span blitting for rows,   floor/ceiling.
          // No Sepctre effect needed.
      84  void R_DrawSpan (  void );
          
          // Low resolution mode,   160x200?
      87  void R_DrawSpanLow (  void );
          
          
          void
      91  R_InitBuffer
          (   int width,  
           int height  );
          
          
          // Initialize color translation tables,  
          // for player rendering etc.
      98  void R_InitTranslationTables (  void );
          
          
          
          // Rendering function.
     103  void R_FillBackScreen (  void );
          
          // If the view size is not full screen,   draws a border around it.
     106  void R_DrawViewBorder (  void );
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

r_local.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Refresh (  R_* ) module,   global header.
          // All the rendering/drawing stuff is here.
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __R_LOCAL__
          #define __R_LOCAL__
          
          // Binary Angles,   sine/cosine/atan lookups.
          #include "tables.h"
          
          // Screen size related parameters.
          #include "doomdef.h"
          
          // Include the refresh/render data structs.
          #include "r_data.h"
          
          
          
          //
          // Separate header file for each module.
          //
          #include "r_main.h"
          #include "r_bsp.h"
          #include "r_segs.h"
          #include "r_plane.h"
          #include "r_data.h"
          #include "r_things.h"
          #include "r_draw.h"
          
          #endif // __R_LOCAL__
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

r_main.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Rendering main loop and setup functions,  
          // utility functions (  BSP,   geometry,   trigonometry ).
          // See tables.c,   too.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char rcsid[] = "$Id: r_main.c,  v 1.5 1997/02/03 22:45:12 b1 Exp $";
          
          
          
          #include <stdlib.h>
          #include <math.h>
          
          
          #include "doomdef.h"
          #include "d_net.h"
          
          #include "m_bbox.h"
          
          #include "r_local.h"
          #include "r_sky.h"
          
          
          
          
          
          // Fineangles in the SCREENWIDTH wide window.
          #define FIELDOFVIEW 2048
          
          
          
          int viewangleoffset;
          
          // increment every time a check is made
          int validcount = 1;
          
          
          lighttable_t* fixedcolormap;
          extern lighttable_t** walllights;
          
          int centerx;
          int centery;
          
          fixed_t centerxfrac;
          fixed_t centeryfrac;
          fixed_t projection;
          
          // just for profiling purposes
          int framecount;
          
          int sscount;
          int linecount;
          int loopcount;
          
          fixed_t viewx;
          fixed_t viewy;
          fixed_t viewz;
          
          angle_t viewangle;
          
          fixed_t viewcos;
          fixed_t viewsin;
          
          player_t* viewplayer;
          
          // 0 = high,   1 = low
          int detailshift;
          
          //
          // precalculated math tables
          //
          angle_t clipangle;
          
          // The viewangletox[viewangle + FINEANGLES/4] lookup
          // maps the visible view angles to screen X coordinates,  
          // flattening the arc to a flat projection plane.
          // There will be many angles mapped to the same X.
          int viewangletox[FINEANGLES/2];
          
          // The xtoviewangleangle[] table maps a screen pixel
          // to the lowest viewangle that maps back to x ranges
          // from clipangle to -clipangle.
          angle_t xtoviewangle[SCREENWIDTH+1];
          
          
          // UNUSED.
          // The finetangentgent[angle+FINEANGLES/4] table
          // holds the fixed_t tangent values for view angles,  
          // ranging from MININT to 0 to MAXINT.
          // fixed_t finetangent[FINEANGLES/2];
          
          // fixed_t finesine[5*FINEANGLES/4];
          fixed_t* finecosine = &finesine[FINEANGLES/4];
          
          
          lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
          lighttable_t* scalelightfixed[MAXLIGHTSCALE];
          lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
          
          // bumped light from gun blasts
          int extralight;
          
          
          
          void (  *colfunc ) (  void );
          void (  *basecolfunc ) (  void );
          void (  *fuzzcolfunc ) (  void );
          void (  *transcolfunc ) (  void );
          void (  *spanfunc ) (  void );
          
          
          
          //
          // R_AddPointToBox
          // Expand a given bbox
          // so that it encloses a given point.
          //
          void
     139  R_AddPointToBox
          (   int x,  
           int y,  
           fixed_t* box  )
          {
           if (  x< box[BOXLEFT] )
           box[BOXLEFT] = x;
           if (  x> box[BOXRIGHT] )
           box[BOXRIGHT] = x;
           if (  y< box[BOXBOTTOM] )
           box[BOXBOTTOM] = y;
           if (  y> box[BOXTOP] )
           box[BOXTOP] = y;
          }
          
          
          //
          // R_PointOnSide
          // Traverse BSP (  sub ) tree,  
          // check point against partition plane.
          // Returns side 0 (  front ) or 1 (  back ).
          //
          int
     162  R_PointOnSide
          (   fixed_t x,  
           fixed_t y,  
           node_t* node  )
          {
           fixed_t dx;
           fixed_t dy;
           fixed_t left;
           fixed_t right;
          
           if (  !node->dx )
           {
           if (  x <= node->x )
           return node->dy > 0;
          
           return node->dy < 0;
           }
           if (  !node->dy )
           {
           if (  y <= node->y )
           return node->dx < 0;
          
           return node->dx > 0;
           }
          
           dx = (  x - node->x );
           dy = (  y - node->y );
          
           // Try to quickly decide by looking at sign bits.
           if (   (  node->dy ^ node->dx ^ dx ^ dy )&0x80000000  )
           {
           if (   (  node->dy ^ dx ) & 0x80000000  )
           {
           // (  left is negative )
           return 1;
           }
           return 0;
           }
          
           left = FixedMul (   node->dy>>FRACBITS ,   dx  );
           right = FixedMul (   dy ,   node->dx>>FRACBITS  );
          
           if (  right < left )
           {
           // front side
           return 0;
           }
           // back side
           return 1;
          }
          
          
          int
     215  R_PointOnSegSide
          (   fixed_t x,  
           fixed_t y,  
           seg_t* line  )
          {
           fixed_t lx;
           fixed_t ly;
           fixed_t ldx;
           fixed_t ldy;
           fixed_t dx;
           fixed_t dy;
           fixed_t left;
           fixed_t right;
          
           lx = line->v1->x;
           ly = line->v1->y;
          
           ldx = line->v2->x - lx;
           ldy = line->v2->y - ly;
          
           if (  !ldx )
           {
           if (  x <= lx )
           return ldy > 0;
          
           return ldy < 0;
           }
           if (  !ldy )
           {
           if (  y <= ly )
           return ldx < 0;
          
           return ldx > 0;
           }
          
           dx = (  x - lx );
           dy = (  y - ly );
          
           // Try to quickly decide by looking at sign bits.
           if (   (  ldy ^ ldx ^ dx ^ dy )&0x80000000  )
           {
           if (   (  ldy ^ dx ) & 0x80000000  )
           {
           // (  left is negative )
           return 1;
           }
           return 0;
           }
          
           left = FixedMul (   ldy>>FRACBITS ,   dx  );
           right = FixedMul (   dy ,   ldx>>FRACBITS  );
          
           if (  right < left )
           {
           // front side
           return 0;
           }
           // back side
           return 1;
          }
          
          
          //
          // R_PointToAngle
          // To get a global angle from cartesian coordinates,  
          // the coordinates are flipped until they are in
          // the first octant of the coordinate system,   then
          // the y (  <=x ) is scaled and divided by x to get a
          // tangent (  slope ) value which is looked up in the
          // tantoangle[] table.
          
          //
          
          
          
          
          angle_t
     292  R_PointToAngle
          (   fixed_t x,  
           fixed_t y  )
          {
           x -= viewx;
           y -= viewy;
          
           if (   (  !x ) && (  !y )  )
           return 0;
          
           if (  x>= 0 )
           {
           // x >=0
           if (  y>= 0 )
           {
           // y>= 0
          
           if (  x>y )
           {
           // octant 0
           return tantoangle[ SlopeDiv(  y,  x )];
           }
           else
           {
           // octant 1
           return ANG90-1-tantoangle[ SlopeDiv(  x,  y )];
           }
           }
           else
           {
           // y<0
           y = -y;
          
           if (  x>y )
           {
           // octant 8
           return -tantoangle[SlopeDiv(  y,  x )];
           }
           else
           {
           // octant 7
           return ANG270+tantoangle[ SlopeDiv(  x,  y )];
           }
           }
           }
           else
           {
           // x<0
           x = -x;
          
           if (  y>= 0 )
           {
           // y>= 0
           if (  x>y )
           {
           // octant 3
           return ANG180-1-tantoangle[ SlopeDiv(  y,  x )];
           }
           else
           {
           // octant 2
           return ANG90+ tantoangle[ SlopeDiv(  x,  y )];
           }
           }
           else
           {
           // y<0
           y = -y;
          
           if (  x>y )
           {
           // octant 4
           return ANG180+tantoangle[ SlopeDiv(  y,  x )];
           }
           else
           {
           // octant 5
           return ANG270-1-tantoangle[ SlopeDiv(  x,  y )];
           }
           }
           }
           return 0;
          }
          
          
          angle_t
     378  R_PointToAngle2
          (   fixed_t x1,  
           fixed_t y1,  
           fixed_t x2,  
           fixed_t y2  )
          {
           viewx = x1;
           viewy = y1;
          
           return R_PointToAngle (  x2,   y2 );
          }
          
          
          fixed_t
     392  R_PointToDist
          (   fixed_t x,  
           fixed_t y  )
          {
           int angle;
           fixed_t dx;
           fixed_t dy;
           fixed_t temp;
           fixed_t dist;
          
           dx = abs(  x - viewx );
           dy = abs(  y - viewy );
          
           if (  dy>dx )
           {
           temp = dx;
           dx = dy;
           dy = temp;
           }
          
           angle = (  tantoangle[ FixedDiv(  dy,  dx )>>DBITS ]+ANG90 ) >> ANGLETOFINESHIFT;
          
           // use as cosine
           dist = FixedDiv (  dx,   finesine[angle]  );
          
           return dist;
          }
          
          
          
          
          //
          // R_InitPointToAngle
          //
     426  void R_InitPointToAngle (  void )
          {
           // UNUSED - now getting from tables.c
          #if 0
           int i;
           long t;
           float f;
          //
          // slope (  tangent ) to angle lookup
          //
           for (  i=0 ; i<=SLOPERANGE ; i++ )
           {
           f = atan(   (  float )i/SLOPERANGE  )/(  3.141592657*2 );
           t = 0xffffffff*f;
           tantoangle[i] = t;
           }
          #endif
          }
          
          
          //
          // R_ScaleFromGlobalAngle
          // Returns the texture mapping scale
          // for the current line (  horizontal span )
          // at the given angle.
          // rw_distance must be calculated first.
          //
     453  fixed_t R_ScaleFromGlobalAngle (  angle_t visangle )
          {
           fixed_t scale;
           int anglea;
           int angleb;
           int sinea;
           int sineb;
           fixed_t num;
           int den;
          
           // UNUSED
          #if 0
          {
           fixed_t dist;
           fixed_t z;
           fixed_t sinv;
           fixed_t cosv;
          
           sinv = finesine[(  visangle-rw_normalangle )>>ANGLETOFINESHIFT];
           dist = FixedDiv (  rw_distance,   sinv );
           cosv = finecosine[(  viewangle-visangle )>>ANGLETOFINESHIFT];
           z = abs(  FixedMul (  dist,   cosv ) );
           scale = FixedDiv(  projection,   z );
           return scale;
          }
          #endif
          
           anglea = ANG90 + (  visangle-viewangle );
           angleb = ANG90 + (  visangle-rw_normalangle );
          
           // both sines are allways positive
           sinea = finesine[anglea>>ANGLETOFINESHIFT];
           sineb = finesine[angleb>>ANGLETOFINESHIFT];
           num = FixedMul(  projection,  sineb )<<detailshift;
           den = FixedMul(  rw_distance,  sinea );
          
           if (  den > num>>16 )
           {
           scale = FixedDiv (  num,   den );
          
           if (  scale > 64*FRACUNIT )
           scale = 64*FRACUNIT;
           else if (  scale < 256 )
           scale = 256;
           }
           else
           scale = 64*FRACUNIT;
          
           return scale;
          }
          
          
          
          //
          // R_InitTables
          //
     509  void R_InitTables (  void )
          {
           // UNUSED: now getting from tables.c
          #if 0
           int i;
           float a;
           float fv;
           int t;
          
           // viewangle tangent table
           for (  i=0 ; i<FINEANGLES/2 ; i++ )
           {
           a = (  i-FINEANGLES/4+0.5 )*PI*2/FINEANGLES;
           fv = FRACUNIT*tan (  a );
           t = fv;
           finetangent[i] = t;
           }
          
           // finesine table
           for (  i=0 ; i<5*FINEANGLES/4 ; i++ )
           {
           // OPTIMIZE: mirror...
           a = (  i+0.5 )*PI*2/FINEANGLES;
           t = FRACUNIT*sin (  a );
           finesine[i] = t;
           }
          #endif
          
          }
          
          
          
          //
          // R_InitTextureMapping
          //
     544  void R_InitTextureMapping (  void )
          {
           int i;
           int x;
           int t;
           fixed_t focallength;
          
           // Use tangent table to generate viewangletox:
           // viewangletox will give the next greatest x
           // after the view angle.
           //
           // Calc focallength
           // so FIELDOFVIEW angles covers SCREENWIDTH.
           focallength = FixedDiv (  centerxfrac,  
           finetangent[FINEANGLES/4+FIELDOFVIEW/2]  );
          
           for (  i=0 ; i<FINEANGLES/2 ; i++ )
           {
           if (  finetangent[i] > FRACUNIT*2 )
           t = -1;
           else if (  finetangent[i] < -FRACUNIT*2 )
           t = viewwidth+1;
           else
           {
           t = FixedMul (  finetangent[i],   focallength );
           t = (  centerxfrac - t+FRACUNIT-1 )>>FRACBITS;
          
           if (  t < -1 )
           t = -1;
           else if (  t>viewwidth+1 )
           t = viewwidth+1;
           }
           viewangletox[i] = t;
           }
          
           // Scan viewangletox[] to generate xtoviewangle[]:
           // xtoviewangle will give the smallest view angle
           // that maps to x.
           for (  x=0;x<=viewwidth;x++ )
           {
           i = 0;
           while (  viewangletox[i]>x )
           i++;
           xtoviewangle[x] = (  i<<ANGLETOFINESHIFT )-ANG90;
           }
          
           // Take out the fencepost cases from viewangletox.
           for (  i=0 ; i<FINEANGLES/2 ; i++ )
           {
           t = FixedMul (  finetangent[i],   focallength );
           t = centerx - t;
          
           if (  viewangletox[i] == -1 )
           viewangletox[i] = 0;
           else if (  viewangletox[i] == viewwidth+1 )
           viewangletox[i] = viewwidth;
           }
          
           clipangle = xtoviewangle[0];
          }
          
          
          
          //
          // R_InitLightTables
          // Only inits the zlight table,  
          // because the scalelight table changes with view size.
          //
          #define DISTMAP 2
          
     614  void R_InitLightTables (  void )
          {
           int i;
           int j;
           int level;
           int startmap;
           int scale;
          
           // Calculate the light levels to use
           // for each level / distance combination.
           for (  i=0 ; i< LIGHTLEVELS ; i++ )
           {
           startmap = (  (  LIGHTLEVELS-1-i )*2 )*NUMCOLORMAPS/LIGHTLEVELS;
           for (  j=0 ; j<MAXLIGHTZ ; j++ )
           {
           scale = FixedDiv (  (  SCREENWIDTH/2*FRACUNIT ),   (  j+1 )<<LIGHTZSHIFT );
           scale >>= LIGHTSCALESHIFT;
           level = startmap - scale/DISTMAP;
          
           if (  level < 0 )
           level = 0;
          
           if (  level >= NUMCOLORMAPS )
           level = NUMCOLORMAPS-1;
          
           zlight[i][j] = colormaps + level*256;
           }
           }
          }
          
          
          
          //
          // R_SetViewSize
          // Do not really change anything here,  
          // because it might be in the middle of a refresh.
          // The change will take effect next refresh.
          //
          boolean setsizeneeded;
          int setblocks;
          int setdetail;
          
          
          void
     658  R_SetViewSize
          (   int blocks,  
           int detail  )
          {
           setsizeneeded = true;
           setblocks = blocks;
           setdetail = detail;
          }
          
          
          //
          // R_ExecuteSetViewSize
          //
     671  void R_ExecuteSetViewSize (  void )
          {
           fixed_t cosadj;
           fixed_t dy;
           int i;
           int j;
           int level;
           int startmap;
          
           setsizeneeded = false;
          
           if (  setblocks == 11 )
           {
           scaledviewwidth = SCREENWIDTH;
           viewheight = SCREENHEIGHT;
           }
           else
           {
           scaledviewwidth = setblocks*32;
           viewheight = (  setblocks*168/10 )&~7;
           }
          
           detailshift = setdetail;
           viewwidth = scaledviewwidth>>detailshift;
          
           centery = viewheight/2;
           centerx = viewwidth/2;
           centerxfrac = centerx<<FRACBITS;
           centeryfrac = centery<<FRACBITS;
           projection = centerxfrac;
          
           if (  !detailshift )
           {
           colfunc = basecolfunc = R_DrawColumn;
           fuzzcolfunc = R_DrawFuzzColumn;
           transcolfunc = R_DrawTranslatedColumn;
           spanfunc = R_DrawSpan;
           }
           else
           {
           colfunc = basecolfunc = R_DrawColumnLow;
           fuzzcolfunc = R_DrawFuzzColumn;
           transcolfunc = R_DrawTranslatedColumn;
           spanfunc = R_DrawSpanLow;
           }
          
           R_InitBuffer (  scaledviewwidth,   viewheight );
          
           R_InitTextureMapping (   );
          
           // psprite scales
           pspritescale = FRACUNIT*viewwidth/SCREENWIDTH;
           pspriteiscale = FRACUNIT*SCREENWIDTH/viewwidth;
          
           // thing clipping
           for (  i=0 ; i<viewwidth ; i++ )
           screenheightarray[i] = viewheight;
          
           // planes
           for (  i=0 ; i<viewheight ; i++ )
           {
           dy = (  (  i-viewheight/2 )<<FRACBITS )+FRACUNIT/2;
           dy = abs(  dy );
           yslope[i] = FixedDiv (   (  viewwidth<<detailshift )/2*FRACUNIT,   dy );
           }
          
           for (  i=0 ; i<viewwidth ; i++ )
           {
           cosadj = abs(  finecosine[xtoviewangle[i]>>ANGLETOFINESHIFT] );
           distscale[i] = FixedDiv (  FRACUNIT,  cosadj );
           }
          
           // Calculate the light levels to use
           // for each level / scale combination.
           for (  i=0 ; i< LIGHTLEVELS ; i++ )
           {
           startmap = (  (  LIGHTLEVELS-1-i )*2 )*NUMCOLORMAPS/LIGHTLEVELS;
           for (  j=0 ; j<MAXLIGHTSCALE ; j++ )
           {
           level = startmap - j*SCREENWIDTH/(  viewwidth<<detailshift )/DISTMAP;
          
           if (  level < 0 )
           level = 0;
          
           if (  level >= NUMCOLORMAPS )
           level = NUMCOLORMAPS-1;
          
           scalelight[i][j] = colormaps + level*256;
           }
           }
          }
          
          
          
          //
          // R_Init
          //
          extern int detailLevel;
          extern int screenblocks;
          
          
          
     773  void R_Init (  void )
          {
           R_InitData (   );
           printf (  "\nR_InitData" );
           R_InitPointToAngle (   );
           printf (  "\nR_InitPointToAngle" );
           R_InitTables (   );
           // viewwidth / viewheight / detailLevel are set by the defaults
           printf (  "\nR_InitTables" );
          
           R_SetViewSize (  screenblocks,   detailLevel );
           R_InitPlanes (   );
           printf (  "\nR_InitPlanes" );
           R_InitLightTables (   );
           printf (  "\nR_InitLightTables" );
           R_InitSkyMap (   );
           printf (  "\nR_InitSkyMap" );
           R_InitTranslationTables (   );
           printf (  "\nR_InitTranslationsTables" );
          
           framecount = 0;
          }
          
          
          //
          // R_PointInSubsector
          //
          subsector_t*
     801  R_PointInSubsector
          (   fixed_t x,  
           fixed_t y  )
          {
           node_t* node;
           int side;
           int nodenum;
          
           // single subsector is a special case
           if (  !numnodes )
           return subsectors;
          
           nodenum = numnodes-1;
          
           while (  ! (  nodenum & NF_SUBSECTOR )  )
           {
           node = &nodes[nodenum];
           side = R_PointOnSide (  x,   y,   node );
           nodenum = node->children[side];
           }
          
           return &subsectors[nodenum & ~NF_SUBSECTOR];
          }
          
          
          
          //
          // R_SetupFrame
          //
     830  void R_SetupFrame (  player_t* player )
          {
           int i;
          
           viewplayer = player;
           viewx = player->mo->x;
           viewy = player->mo->y;
           viewangle = player->mo->angle + viewangleoffset;
           extralight = player->extralight;
          
           viewz = player->viewz;
          
           viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
           viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
          
           sscount = 0;
          
           if (  player->fixedcolormap )
           {
           fixedcolormap =
           colormaps
           + player->fixedcolormap*256*sizeof(  lighttable_t );
          
           walllights = scalelightfixed;
          
           for (  i=0 ; i<MAXLIGHTSCALE ; i++ )
           scalelightfixed[i] = fixedcolormap;
           }
           else
           fixedcolormap = 0;
          
           framecount++;
           validcount++;
          }
          
          
          
          //
          // R_RenderView
          //
     870  void R_RenderPlayerView (  player_t* player )
          {
           R_SetupFrame (  player );
          
           // Clear buffers.
           R_ClearClipSegs (   );
           R_ClearDrawSegs (   );
           R_ClearPlanes (   );
           R_ClearSprites (   );
          
           // check for new console commands.
           NetUpdate (   );
          
           // The head node is the last node output.
           R_RenderBSPNode (  numnodes-1 );
          
           // Check for new console commands.
           NetUpdate (   );
          
           R_DrawPlanes (   );
          
           // Check for new console commands.
           NetUpdate (   );
          
           R_DrawMasked (   );
          
           // Check for new console commands.
           NetUpdate (   );
          }

r_main.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // System specific interface stuff.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __R_MAIN__
          #define __R_MAIN__
          
          #include "d_player.h"
          #include "r_data.h"
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          //
          // POV related.
          //
          extern fixed_t viewcos;
          extern fixed_t viewsin;
          
          extern int viewwidth;
          extern int viewheight;
          extern int viewwindowx;
          extern int viewwindowy;
          
          
          
          extern int centerx;
          extern int centery;
          
          extern fixed_t centerxfrac;
          extern fixed_t centeryfrac;
          extern fixed_t projection;
          
          extern int validcount;
          
          extern int linecount;
          extern int loopcount;
          
          
          //
          // Lighting LUT.
          // Used for z-depth cuing per column/row,  
          // and other lighting effects (  sector ambient,   flash ).
          //
          
          // Lighting constants.
          // Now why not 32 levels here?
          #define LIGHTLEVELS 16
          #define LIGHTSEGSHIFT 4
          
          #define MAXLIGHTSCALE 48
          #define LIGHTSCALESHIFT 12
          #define MAXLIGHTZ 128
          #define LIGHTZSHIFT 20
          
          extern lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
          extern lighttable_t* scalelightfixed[MAXLIGHTSCALE];
          extern lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
          
          extern int extralight;
          extern lighttable_t* fixedcolormap;
          
          
          // Number of diminishing brightness levels.
          // There a 0-31,   i.e. 32 LUT in the COLORMAP lump.
          #define NUMCOLORMAPS 32
          
          
          // Blocky/low detail mode.
          //B remove this?
          // 0 = high,   1 = low
          extern int detailshift;
          
          
          //
          // Function pointers to switch refresh/drawing functions.
          // Used to select shadow mode etc.
          //
          extern void (  *colfunc ) (  void );
          extern void (  *basecolfunc ) (  void );
          extern void (  *fuzzcolfunc ) (  void );
          // No shadow effects on floors.
          extern void (  *spanfunc ) (  void );
          
          
          //
          // Utility functions.
          int
     110  R_PointOnSide
          (   fixed_t x,  
           fixed_t y,  
           node_t* node  );
          
          int
     116  R_PointOnSegSide
          (   fixed_t x,  
           fixed_t y,  
           seg_t* line  );
          
          angle_t
     122  R_PointToAngle
          (   fixed_t x,  
           fixed_t y  );
          
          angle_t
     127  R_PointToAngle2
          (   fixed_t x1,  
           fixed_t y1,  
           fixed_t x2,  
           fixed_t y2  );
          
          fixed_t
     134  R_PointToDist
          (   fixed_t x,  
           fixed_t y  );
          
          
     139  fixed_t R_ScaleFromGlobalAngle (  angle_t visangle );
          
          subsector_t*
     142  R_PointInSubsector
          (   fixed_t x,  
           fixed_t y  );
          
          void
     147  R_AddPointToBox
          (   int x,  
           int y,  
           fixed_t* box  );
          
          
          
          //
          // REFRESH - the actual rendering functions.
          //
          
          // Called by G_Drawer.
     159  void R_RenderPlayerView (  player_t *player );
          
          // Called by startup code.
     162  void R_Init (  void );
          
          // Called by M_Responder.
     165  void R_SetViewSize (  int blocks,   int detail );
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

r_plane.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Here is a core component: drawing the floors and ceilings,  
          // while maintaining a per column clipping list only.
          // Moreover,   the sky areas have to be determined.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: r_plane.c,  v 1.4 1997/02/03 16:47:55 b1 Exp $";
          
          #include <stdlib.h>
          
          #include "i_system.h"
          #include "z_zone.h"
          #include "w_wad.h"
          
          #include "doomdef.h"
          #include "doomstat.h"
          
          #include "r_local.h"
          #include "r_sky.h"
          
          
          
          planefunction_t floorfunc;
          planefunction_t ceilingfunc;
          
          //
          // opening
          //
          
          // Here comes the obnoxious "visplane".
          #define MAXVISPLANES 128
          visplane_t visplanes[MAXVISPLANES];
          visplane_t* lastvisplane;
          visplane_t* floorplane;
          visplane_t* ceilingplane;
          
          // ?
          #define MAXOPENINGS SCREENWIDTH*64
          short openings[MAXOPENINGS];
          short* lastopening;
          
          
          //
          // Clip values are the solid pixel bounding the range.
          // floorclip starts out SCREENHEIGHT
          // ceilingclip starts out -1
          //
          short floorclip[SCREENWIDTH];
          short ceilingclip[SCREENWIDTH];
          
          //
          // spanstart holds the start of a plane span
          // initialized to 0 at start
          //
          int spanstart[SCREENHEIGHT];
          int spanstop[SCREENHEIGHT];
          
          //
          // texture mapping
          //
          lighttable_t** planezlight;
          fixed_t planeheight;
          
          fixed_t yslope[SCREENHEIGHT];
          fixed_t distscale[SCREENWIDTH];
          fixed_t basexscale;
          fixed_t baseyscale;
          
          fixed_t cachedheight[SCREENHEIGHT];
          fixed_t cacheddistance[SCREENHEIGHT];
          fixed_t cachedxstep[SCREENHEIGHT];
          fixed_t cachedystep[SCREENHEIGHT];
          
          
          
          //
          // R_InitPlanes
          // Only at game startup.
          //
     101  void R_InitPlanes (  void )
          {
           // Doh!
          }
          
          
          //
          // R_MapPlane
          //
          // Uses global vars:
          // planeheight
          // ds_source
          // basexscale
          // baseyscale
          // viewx
          // viewy
          //
          // BASIC PRIMITIVE
          //
          void
     121  R_MapPlane
          (   int y,  
           int x1,  
           int x2  )
          {
           angle_t angle;
           fixed_t distance;
           fixed_t length;
           unsigned index;
          
          #ifdef RANGECHECK
           if (  x2 < x1
           || x1<0
           || x2>=viewwidth
           || (  unsigned )y>viewheight )
           {
           I_Error (  "R_MapPlane: %i,   %i at %i",  x1,  x2,  y );
           }
          #endif
          
           if (  planeheight != cachedheight[y] )
           {
           cachedheight[y] = planeheight;
           distance = cacheddistance[y] = FixedMul (  planeheight,   yslope[y] );
           ds_xstep = cachedxstep[y] = FixedMul (  distance,  basexscale );
           ds_ystep = cachedystep[y] = FixedMul (  distance,  baseyscale );
           }
           else
           {
           distance = cacheddistance[y];
           ds_xstep = cachedxstep[y];
           ds_ystep = cachedystep[y];
           }
          
           length = FixedMul (  distance,  distscale[x1] );
           angle = (  viewangle + xtoviewangle[x1] )>>ANGLETOFINESHIFT;
           ds_xfrac = viewx + FixedMul(  finecosine[angle],   length );
           ds_yfrac = -viewy - FixedMul(  finesine[angle],   length );
          
           if (  fixedcolormap )
           ds_colormap = fixedcolormap;
           else
           {
           index = distance >> LIGHTZSHIFT;
          
           if (  index >= MAXLIGHTZ  )
           index = MAXLIGHTZ-1;
          
           ds_colormap = planezlight[index];
           }
          
           ds_y = y;
           ds_x1 = x1;
           ds_x2 = x2;
          
           // high or low detail
           spanfunc (   );
          }
          
          
          //
          // R_ClearPlanes
          // At begining of frame.
          //
     185  void R_ClearPlanes (  void )
          {
           int i;
           angle_t angle;
          
           // opening / clipping determination
           for (  i=0 ; i<viewwidth ; i++ )
           {
           floorclip[i] = viewheight;
           ceilingclip[i] = -1;
           }
          
           lastvisplane = visplanes;
           lastopening = openings;
          
           // texture calculation
           memset (  cachedheight,   0,   sizeof(  cachedheight ) );
          
           // left to right mapping
           angle = (  viewangle-ANG90 )>>ANGLETOFINESHIFT;
          
           // scale will be unit scale at SCREENWIDTH/2 distance
           basexscale = FixedDiv (  finecosine[angle],  centerxfrac );
           baseyscale = -FixedDiv (  finesine[angle],  centerxfrac );
          }
          
          
          
          
          //
          // R_FindPlane
          //
          visplane_t*
     218  R_FindPlane
          (   fixed_t height,  
           int picnum,  
           int lightlevel  )
          {
           visplane_t* check;
          
           if (  picnum == skyflatnum )
           {
           height = 0; // all skys map together
           lightlevel = 0;
           }
          
           for (  check=visplanes; check<lastvisplane; check++ )
           {
           if (  height == check->height
           && picnum == check->picnum
           && lightlevel == check->lightlevel )
           {
           break;
           }
           }
          
          
           if (  check < lastvisplane )
           return check;
          
           if (  lastvisplane - visplanes == MAXVISPLANES )
           I_Error (  "R_FindPlane: no more visplanes" );
          
           lastvisplane++;
          
           check->height = height;
           check->picnum = picnum;
           check->lightlevel = lightlevel;
           check->minx = SCREENWIDTH;
           check->maxx = -1;
          
           memset (  check->top,  0xff,  sizeof(  check->top ) );
          
           return check;
          }
          
          
          //
          // R_CheckPlane
          //
          visplane_t*
     266  R_CheckPlane
          (   visplane_t* pl,  
           int start,  
           int stop  )
          {
           int intrl;
           int intrh;
           int unionl;
           int unionh;
           int x;
          
           if (  start < pl->minx )
           {
           intrl = pl->minx;
           unionl = start;
           }
           else
           {
           unionl = pl->minx;
           intrl = start;
           }
          
           if (  stop > pl->maxx )
           {
           intrh = pl->maxx;
           unionh = stop;
           }
           else
           {
           unionh = pl->maxx;
           intrh = stop;
           }
          
           for (  x=intrl ; x<= intrh ; x++ )
           if (  pl->top[x] != 0xff )
           break;
          
           if (  x > intrh )
           {
           pl->minx = unionl;
           pl->maxx = unionh;
          
           // use the same one
           return pl;
           }
          
           // make a new visplane
           lastvisplane->height = pl->height;
           lastvisplane->picnum = pl->picnum;
           lastvisplane->lightlevel = pl->lightlevel;
          
           pl = lastvisplane++;
           pl->minx = start;
           pl->maxx = stop;
          
           memset (  pl->top,  0xff,  sizeof(  pl->top ) );
          
           return pl;
          }
          
          
          //
          // R_MakeSpans
          //
          void
     331  R_MakeSpans
          (   int x,  
           int t1,  
           int b1,  
           int t2,  
           int b2  )
          {
           while (  t1 < t2 && t1<=b1 )
           {
           R_MapPlane (  t1,  spanstart[t1],  x-1 );
           t1++;
           }
           while (  b1 > b2 && b1>=t1 )
           {
           R_MapPlane (  b1,  spanstart[b1],  x-1 );
           b1--;
           }
          
           while (  t2 < t1 && t2<=b2 )
           {
           spanstart[t2] = x;
           t2++;
           }
           while (  b2 > b1 && b2>=t2 )
           {
           spanstart[b2] = x;
           b2--;
           }
          }
          
          
          
          //
          // R_DrawPlanes
          // At the end of each frame.
          //
     367  void R_DrawPlanes (  void )
          {
           visplane_t* pl;
           int light;
           int x;
           int stop;
           int angle;
          
          #ifdef RANGECHECK
           if (  ds_p - drawsegs > MAXDRAWSEGS )
           I_Error (  "R_DrawPlanes: drawsegs overflow (  %i )",  
           ds_p - drawsegs );
          
           if (  lastvisplane - visplanes > MAXVISPLANES )
           I_Error (  "R_DrawPlanes: visplane overflow (  %i )",  
           lastvisplane - visplanes );
          
           if (  lastopening - openings > MAXOPENINGS )
           I_Error (  "R_DrawPlanes: opening overflow (  %i )",  
           lastopening - openings );
          #endif
          
           for (  pl = visplanes ; pl < lastvisplane ; pl++ )
           {
           if (  pl->minx > pl->maxx )
           continue;
          
          
           // sky flat
           if (  pl->picnum == skyflatnum )
           {
           dc_iscale = pspriteiscale>>detailshift;
          
           // Sky is allways drawn full bright,  
           // i.e. colormaps[0] is used.
           // Because of this hack,   sky is not affected
           // by INVUL inverse mapping.
           dc_colormap = colormaps;
           dc_texturemid = skytexturemid;
           for (  x=pl->minx ; x <= pl->maxx ; x++ )
           {
           dc_yl = pl->top[x];
           dc_yh = pl->bottom[x];
          
           if (  dc_yl <= dc_yh )
           {
           angle = (  viewangle + xtoviewangle[x] )>>ANGLETOSKYSHIFT;
           dc_x = x;
           dc_source = R_GetColumn(  skytexture,   angle );
           colfunc (   );
           }
           }
           continue;
           }
          
           // regular flat
           ds_source = W_CacheLumpNum(  firstflat +
           flattranslation[pl->picnum],  
           PU_STATIC );
          
           planeheight = abs(  pl->height-viewz );
           light = (  pl->lightlevel >> LIGHTSEGSHIFT )+extralight;
          
           if (  light >= LIGHTLEVELS )
           light = LIGHTLEVELS-1;
          
           if (  light < 0 )
           light = 0;
          
           planezlight = zlight[light];
          
           pl->top[pl->maxx+1] = 0xff;
           pl->top[pl->minx-1] = 0xff;
          
           stop = pl->maxx + 1;
          
           for (  x=pl->minx ; x<= stop ; x++ )
           {
           R_MakeSpans(  x,  pl->top[x-1],  
           pl->bottom[x-1],  
           pl->top[x],  
           pl->bottom[x] );
           }
          
           Z_ChangeTag (  ds_source,   PU_CACHE );
           }
          }

r_plane.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Refresh,   visplane stuff (  floor,   ceilings ).
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __R_PLANE__
          #define __R_PLANE__
          
          
          #include "r_data.h"
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          // Visplane related.
          extern short* lastopening;
          
          
          typedef void (  *planefunction_t ) (  int top,   int bottom );
          
          extern planefunction_t floorfunc;
          extern planefunction_t ceilingfunc_t;
          
          extern short floorclip[SCREENWIDTH];
          extern short ceilingclip[SCREENWIDTH];
          
          extern fixed_t yslope[SCREENHEIGHT];
          extern fixed_t distscale[SCREENWIDTH];
          
      49  void R_InitPlanes (  void );
      50  void R_ClearPlanes (  void );
          
          void
      53  R_MapPlane
          (   int y,  
           int x1,  
           int x2  );
          
          void
      59  R_MakeSpans
          (   int x,  
           int t1,  
           int b1,  
           int t2,  
           int b2  );
          
      66  void R_DrawPlanes (  void );
          
          visplane_t*
      69  R_FindPlane
          (   fixed_t height,  
           int picnum,  
           int lightlevel  );
          
          visplane_t*
      75  R_CheckPlane
          (   visplane_t* pl,  
           int start,  
           int stop  );
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

r_segs.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // All the clipping: columns,   horizontal spans,   sky columns.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: r_segs.c,  v 1.3 1997/01/29 20:10:19 b1 Exp $";
          
          
          
          
          
          #include <stdlib.h>
          
          #include "i_system.h"
          
          #include "doomdef.h"
          #include "doomstat.h"
          
          #include "r_local.h"
          #include "r_sky.h"
          
          
          // OPTIMIZE: closed two sided lines as single sided
          
          // True if any of the segs textures might be visible.
          boolean segtextured;
          
          // False if the back side is the same plane.
          boolean markfloor;
          boolean markceiling;
          
          boolean maskedtexture;
          int toptexture;
          int bottomtexture;
          int midtexture;
          
          
          angle_t rw_normalangle;
          // angle to line origin
          int rw_angle1;
          
          //
          // regular wall
          //
          int rw_x;
          int rw_stopx;
          angle_t rw_centerangle;
          fixed_t rw_offset;
          fixed_t rw_distance;
          fixed_t rw_scale;
          fixed_t rw_scalestep;
          fixed_t rw_midtexturemid;
          fixed_t rw_toptexturemid;
          fixed_t rw_bottomtexturemid;
          
          int worldtop;
          int worldbottom;
          int worldhigh;
          int worldlow;
          
          fixed_t pixhigh;
          fixed_t pixlow;
          fixed_t pixhighstep;
          fixed_t pixlowstep;
          
          fixed_t topfrac;
          fixed_t topstep;
          
          fixed_t bottomfrac;
          fixed_t bottomstep;
          
          
          lighttable_t** walllights;
          
          short* maskedtexturecol;
          
          
          
          //
          // R_RenderMaskedSegRange
          //
          void
     103  R_RenderMaskedSegRange
          (   drawseg_t* ds,  
           int x1,  
           int x2  )
          {
           unsigned index;
           column_t* col;
           int lightnum;
           int texnum;
          
           // Calculate light table.
           // Use different light tables
           // for horizontal / vertical / diagonal. Diagonal?
           // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
           curline = ds->curline;
           frontsector = curline->frontsector;
           backsector = curline->backsector;
           texnum = texturetranslation[curline->sidedef->midtexture];
          
           lightnum = (  frontsector->lightlevel >> LIGHTSEGSHIFT )+extralight;
          
           if (  curline->v1->y == curline->v2->y )
           lightnum--;
           else if (  curline->v1->x == curline->v2->x )
           lightnum++;
          
           if (  lightnum < 0 )
           walllights = scalelight[0];
           else if (  lightnum >= LIGHTLEVELS )
           walllights = scalelight[LIGHTLEVELS-1];
           else
           walllights = scalelight[lightnum];
          
           maskedtexturecol = ds->maskedtexturecol;
          
           rw_scalestep = ds->scalestep;
           spryscale = ds->scale1 + (  x1 - ds->x1 )*rw_scalestep;
           mfloorclip = ds->sprbottomclip;
           mceilingclip = ds->sprtopclip;
          
           // find positioning
           if (  curline->linedef->flags & ML_DONTPEGBOTTOM )
           {
           dc_texturemid = frontsector->floorheight > backsector->floorheight
           ? frontsector->floorheight : backsector->floorheight;
           dc_texturemid = dc_texturemid + textureheight[texnum] - viewz;
           }
           else
           {
           dc_texturemid =frontsector->ceilingheight<backsector->ceilingheight
           ? frontsector->ceilingheight : backsector->ceilingheight;
           dc_texturemid = dc_texturemid - viewz;
           }
           dc_texturemid += curline->sidedef->rowoffset;
          
           if (  fixedcolormap )
           dc_colormap = fixedcolormap;
          
           // draw the columns
           for (  dc_x = x1 ; dc_x <= x2 ; dc_x++ )
           {
           // calculate lighting
           if (  maskedtexturecol[dc_x] != MAXSHORT )
           {
           if (  !fixedcolormap )
           {
           index = spryscale>>LIGHTSCALESHIFT;
          
           if (  index >= MAXLIGHTSCALE  )
           index = MAXLIGHTSCALE-1;
          
           dc_colormap = walllights[index];
           }
          
           sprtopscreen = centeryfrac - FixedMul(  dc_texturemid,   spryscale );
           dc_iscale = 0xffffffffu / (  unsigned )spryscale;
          
           // draw the texture
           col = (  column_t * )(  
           (  byte * )R_GetColumn(  texnum,  maskedtexturecol[dc_x] ) -3 );
          
           R_DrawMaskedColumn (  col );
           maskedtexturecol[dc_x] = MAXSHORT;
           }
           spryscale += rw_scalestep;
           }
          
          }
          
          
          
          
          //
          // R_RenderSegLoop
          // Draws zero,   one,   or two textures (  and possibly a masked
          // texture ) for walls.
          // Can draw or mark the starting pixel of floor and ceiling
          // textures.
          // CALLED: CORE LOOPING ROUTINE.
          //
          #define HEIGHTBITS 12
          #define HEIGHTUNIT (  1<<HEIGHTBITS )
          
     206  void R_RenderSegLoop (  void )
          {
           angle_t angle;
           unsigned index;
           int yl;
           int yh;
           int mid;
           fixed_t texturecolumn;
           int top;
           int bottom;
          
           //texturecolumn = 0; // shut up compiler warning
          
           for (   ; rw_x < rw_stopx ; rw_x++ )
           {
           // mark floor / ceiling areas
           yl = (  topfrac+HEIGHTUNIT-1 )>>HEIGHTBITS;
          
           // no space above wall?
           if (  yl < ceilingclip[rw_x]+1 )
           yl = ceilingclip[rw_x]+1;
          
           if (  markceiling )
           {
           top = ceilingclip[rw_x]+1;
           bottom = yl-1;
          
           if (  bottom >= floorclip[rw_x] )
           bottom = floorclip[rw_x]-1;
          
           if (  top <= bottom )
           {
           ceilingplane->top[rw_x] = top;
           ceilingplane->bottom[rw_x] = bottom;
           }
           }
          
           yh = bottomfrac>>HEIGHTBITS;
          
           if (  yh >= floorclip[rw_x] )
           yh = floorclip[rw_x]-1;
          
           if (  markfloor )
           {
           top = yh+1;
           bottom = floorclip[rw_x]-1;
           if (  top <= ceilingclip[rw_x] )
           top = ceilingclip[rw_x]+1;
           if (  top <= bottom )
           {
           floorplane->top[rw_x] = top;
           floorplane->bottom[rw_x] = bottom;
           }
           }
          
           // texturecolumn and lighting are independent of wall tiers
           if (  segtextured )
           {
           // calculate texture offset
           angle = (  rw_centerangle + xtoviewangle[rw_x] )>>ANGLETOFINESHIFT;
           texturecolumn = rw_offset-FixedMul(  finetangent[angle],  rw_distance );
           texturecolumn >>= FRACBITS;
           // calculate lighting
           index = rw_scale>>LIGHTSCALESHIFT;
          
           if (  index >= MAXLIGHTSCALE  )
           index = MAXLIGHTSCALE-1;
          
           dc_colormap = walllights[index];
           dc_x = rw_x;
           dc_iscale = 0xffffffffu / (  unsigned )rw_scale;
           }
          
           // draw the wall tiers
           if (  midtexture )
           {
           // single sided line
           dc_yl = yl;
           dc_yh = yh;
           dc_texturemid = rw_midtexturemid;
           dc_source = R_GetColumn(  midtexture,  texturecolumn );
           colfunc (   );
           ceilingclip[rw_x] = viewheight;
           floorclip[rw_x] = -1;
           }
           else
           {
           // two sided line
           if (  toptexture )
           {
           // top wall
           mid = pixhigh>>HEIGHTBITS;
           pixhigh += pixhighstep;
          
           if (  mid >= floorclip[rw_x] )
           mid = floorclip[rw_x]-1;
          
           if (  mid >= yl )
           {
           dc_yl = yl;
           dc_yh = mid;
           dc_texturemid = rw_toptexturemid;
           dc_source = R_GetColumn(  toptexture,  texturecolumn );
           colfunc (   );
           ceilingclip[rw_x] = mid;
           }
           else
           ceilingclip[rw_x] = yl-1;
           }
           else
           {
           // no top wall
           if (  markceiling )
           ceilingclip[rw_x] = yl-1;
           }
          
           if (  bottomtexture )
           {
           // bottom wall
           mid = (  pixlow+HEIGHTUNIT-1 )>>HEIGHTBITS;
           pixlow += pixlowstep;
          
           // no space above wall?
           if (  mid <= ceilingclip[rw_x] )
           mid = ceilingclip[rw_x]+1;
          
           if (  mid <= yh )
           {
           dc_yl = mid;
           dc_yh = yh;
           dc_texturemid = rw_bottomtexturemid;
           dc_source = R_GetColumn(  bottomtexture,  
           texturecolumn );
           colfunc (   );
           floorclip[rw_x] = mid;
           }
           else
           floorclip[rw_x] = yh+1;
           }
           else
           {
           // no bottom wall
           if (  markfloor )
           floorclip[rw_x] = yh+1;
           }
          
           if (  maskedtexture )
           {
           // save texturecol
           // for backdrawing of masked mid texture
           maskedtexturecol[rw_x] = texturecolumn;
           }
           }
          
           rw_scale += rw_scalestep;
           topfrac += topstep;
           bottomfrac += bottomstep;
           }
          }
          
          
          
          
          //
          // R_StoreWallRange
          // A wall segment will be drawn
          // between start and stop pixels (  inclusive ).
          //
          void
     375  R_StoreWallRange
          (   int start,  
           int stop  )
          {
           fixed_t hyp;
           fixed_t sineval;
           angle_t distangle,   offsetangle;
           fixed_t vtop;
           int lightnum;
          
           // don't overflow and crash
           if (  ds_p == &drawsegs[MAXDRAWSEGS] )
           return;
          
          #ifdef RANGECHECK
           if (  start >=viewwidth || start > stop )
           I_Error (  "Bad R_RenderWallRange: %i to %i",   start ,   stop );
          #endif
          
           sidedef = curline->sidedef;
           linedef = curline->linedef;
          
           // mark the segment as visible for auto map
           linedef->flags |= ML_MAPPED;
          
           // calculate rw_distance for scale calculation
           rw_normalangle = curline->angle + ANG90;
           offsetangle = abs(  rw_normalangle-rw_angle1 );
          
           if (  offsetangle > ANG90 )
           offsetangle = ANG90;
          
           distangle = ANG90 - offsetangle;
           hyp = R_PointToDist (  curline->v1->x,   curline->v1->y );
           sineval = finesine[distangle>>ANGLETOFINESHIFT];
           rw_distance = FixedMul (  hyp,   sineval );
          
          
           ds_p->x1 = rw_x = start;
           ds_p->x2 = stop;
           ds_p->curline = curline;
           rw_stopx = stop+1;
          
           // calculate scale at both ends and step
           ds_p->scale1 = rw_scale =
           R_ScaleFromGlobalAngle (  viewangle + xtoviewangle[start] );
          
           if (  stop > start  )
           {
           ds_p->scale2 = R_ScaleFromGlobalAngle (  viewangle + xtoviewangle[stop] );
           ds_p->scalestep = rw_scalestep =
           (  ds_p->scale2 - rw_scale ) / (  stop-start );
           }
           else
           {
           // UNUSED: try to fix the stretched line bug
          #if 0
           if (  rw_distance < FRACUNIT/2 )
           {
           fixed_t trx,  try;
           fixed_t gxt,  gyt;
          
           trx = curline->v1->x - viewx;
           try = curline->v1->y - viewy;
          
           gxt = FixedMul(  trx,  viewcos );
           gyt = -FixedMul(  try,  viewsin );
           ds_p->scale1 = FixedDiv(  projection,   gxt-gyt )<<detailshift;
           }
          #endif
           ds_p->scale2 = ds_p->scale1;
           }
          
           // calculate texture boundaries
           // and decide if floor / ceiling marks are needed
           worldtop = frontsector->ceilingheight - viewz;
           worldbottom = frontsector->floorheight - viewz;
          
           midtexture = toptexture = bottomtexture = maskedtexture = 0;
           ds_p->maskedtexturecol = NULL;
          
           if (  !backsector )
           {
           // single sided line
           midtexture = texturetranslation[sidedef->midtexture];
           // a single sided line is terminal,   so it must mark ends
           markfloor = markceiling = true;
           if (  linedef->flags & ML_DONTPEGBOTTOM )
           {
           vtop = frontsector->floorheight +
           textureheight[sidedef->midtexture];
           // bottom of texture at bottom
           rw_midtexturemid = vtop - viewz;
           }
           else
           {
           // top of texture at top
           rw_midtexturemid = worldtop;
           }
           rw_midtexturemid += sidedef->rowoffset;
          
           ds_p->silhouette = SIL_BOTH;
           ds_p->sprtopclip = screenheightarray;
           ds_p->sprbottomclip = negonearray;
           ds_p->bsilheight = MAXINT;
           ds_p->tsilheight = MININT;
           }
           else
           {
           // two sided line
           ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
           ds_p->silhouette = 0;
          
           if (  frontsector->floorheight > backsector->floorheight )
           {
           ds_p->silhouette = SIL_BOTTOM;
           ds_p->bsilheight = frontsector->floorheight;
           }
           else if (  backsector->floorheight > viewz )
           {
           ds_p->silhouette = SIL_BOTTOM;
           ds_p->bsilheight = MAXINT;
           // ds_p->sprbottomclip = negonearray;
           }
          
           if (  frontsector->ceilingheight < backsector->ceilingheight )
           {
           ds_p->silhouette |= SIL_TOP;
           ds_p->tsilheight = frontsector->ceilingheight;
           }
           else if (  backsector->ceilingheight < viewz )
           {
           ds_p->silhouette |= SIL_TOP;
           ds_p->tsilheight = MININT;
           // ds_p->sprtopclip = screenheightarray;
           }
          
           if (  backsector->ceilingheight <= frontsector->floorheight )
           {
           ds_p->sprbottomclip = negonearray;
           ds_p->bsilheight = MAXINT;
           ds_p->silhouette |= SIL_BOTTOM;
           }
          
           if (  backsector->floorheight >= frontsector->ceilingheight )
           {
           ds_p->sprtopclip = screenheightarray;
           ds_p->tsilheight = MININT;
           ds_p->silhouette |= SIL_TOP;
           }
          
           worldhigh = backsector->ceilingheight - viewz;
           worldlow = backsector->floorheight - viewz;
          
           // hack to allow height changes in outdoor areas
           if (  frontsector->ceilingpic == skyflatnum
           && backsector->ceilingpic == skyflatnum )
           {
           worldtop = worldhigh;
           }
          
          
           if (  worldlow != worldbottom
           || backsector->floorpic != frontsector->floorpic
           || backsector->lightlevel != frontsector->lightlevel )
           {
           markfloor = true;
           }
           else
           {
           // same plane on both sides
           markfloor = false;
           }
          
          
           if (  worldhigh != worldtop
           || backsector->ceilingpic != frontsector->ceilingpic
           || backsector->lightlevel != frontsector->lightlevel )
           {
           markceiling = true;
           }
           else
           {
           // same plane on both sides
           markceiling = false;
           }
          
           if (  backsector->ceilingheight <= frontsector->floorheight
           || backsector->floorheight >= frontsector->ceilingheight )
           {
           // closed door
           markceiling = markfloor = true;
           }
          
          
           if (  worldhigh < worldtop )
           {
           // top texture
           toptexture = texturetranslation[sidedef->toptexture];
           if (  linedef->flags & ML_DONTPEGTOP )
           {
           // top of texture at top
           rw_toptexturemid = worldtop;
           }
           else
           {
           vtop =
           backsector->ceilingheight
           + textureheight[sidedef->toptexture];
          
           // bottom of texture
           rw_toptexturemid = vtop - viewz;
           }
           }
           if (  worldlow > worldbottom )
           {
           // bottom texture
           bottomtexture = texturetranslation[sidedef->bottomtexture];
          
           if (  linedef->flags & ML_DONTPEGBOTTOM  )
           {
           // bottom of texture at bottom
           // top of texture at top
           rw_bottomtexturemid = worldtop;
           }
           else // top of texture at top
           rw_bottomtexturemid = worldlow;
           }
           rw_toptexturemid += sidedef->rowoffset;
           rw_bottomtexturemid += sidedef->rowoffset;
          
           // allocate space for masked texture tables
           if (  sidedef->midtexture )
           {
           // masked midtexture
           maskedtexture = true;
           ds_p->maskedtexturecol = maskedtexturecol = lastopening - rw_x;
           lastopening += rw_stopx - rw_x;
           }
           }
          
           // calculate rw_offset (  only needed for textured lines )
           segtextured = midtexture | toptexture | bottomtexture | maskedtexture;
          
           if (  segtextured )
           {
           offsetangle = rw_normalangle-rw_angle1;
          
           if (  offsetangle > ANG180 )
           offsetangle = -offsetangle;
          
           if (  offsetangle > ANG90 )
           offsetangle = ANG90;
          
           sineval = finesine[offsetangle >>ANGLETOFINESHIFT];
           rw_offset = FixedMul (  hyp,   sineval );
          
           if (  rw_normalangle-rw_angle1 < ANG180 )
           rw_offset = -rw_offset;
          
           rw_offset += sidedef->textureoffset + curline->offset;
           rw_centerangle = ANG90 + viewangle - rw_normalangle;
          
           // calculate light table
           // use different light tables
           // for horizontal / vertical / diagonal
           // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
           if (  !fixedcolormap )
           {
           lightnum = (  frontsector->lightlevel >> LIGHTSEGSHIFT )+extralight;
          
           if (  curline->v1->y == curline->v2->y )
           lightnum--;
           else if (  curline->v1->x == curline->v2->x )
           lightnum++;
          
           if (  lightnum < 0 )
           walllights = scalelight[0];
           else if (  lightnum >= LIGHTLEVELS )
           walllights = scalelight[LIGHTLEVELS-1];
           else
           walllights = scalelight[lightnum];
           }
           }
          
           // if a floor / ceiling plane is on the wrong side
           // of the view plane,   it is definitely invisible
           // and doesn't need to be marked.
          
          
           if (  frontsector->floorheight >= viewz )
           {
           // above view plane
           markfloor = false;
           }
          
           if (  frontsector->ceilingheight <= viewz
           && frontsector->ceilingpic != skyflatnum )
           {
           // below view plane
           markceiling = false;
           }
          
          
           // calculate incremental stepping values for texture edges
           worldtop >>= 4;
           worldbottom >>= 4;
          
           topstep = -FixedMul (  rw_scalestep,   worldtop );
           topfrac = (  centeryfrac>>4 ) - FixedMul (  worldtop,   rw_scale );
          
           bottomstep = -FixedMul (  rw_scalestep,  worldbottom );
           bottomfrac = (  centeryfrac>>4 ) - FixedMul (  worldbottom,   rw_scale );
          
           if (  backsector )
           {
           worldhigh >>= 4;
           worldlow >>= 4;
          
           if (  worldhigh < worldtop )
           {
           pixhigh = (  centeryfrac>>4 ) - FixedMul (  worldhigh,   rw_scale );
           pixhighstep = -FixedMul (  rw_scalestep,  worldhigh );
           }
          
           if (  worldlow > worldbottom )
           {
           pixlow = (  centeryfrac>>4 ) - FixedMul (  worldlow,   rw_scale );
           pixlowstep = -FixedMul (  rw_scalestep,  worldlow );
           }
           }
          
           // render it
           if (  markceiling )
           ceilingplane = R_CheckPlane (  ceilingplane,   rw_x,   rw_stopx-1 );
          
           if (  markfloor )
           floorplane = R_CheckPlane (  floorplane,   rw_x,   rw_stopx-1 );
          
           R_RenderSegLoop (   );
          
          
           // save sprite clipping info
           if (   (  (  ds_p->silhouette & SIL_TOP ) || maskedtexture )
           && !ds_p->sprtopclip )
           {
           memcpy (  lastopening,   ceilingclip+start,   2*(  rw_stopx-start ) );
           ds_p->sprtopclip = lastopening - start;
           lastopening += rw_stopx - start;
           }
          
           if (   (  (  ds_p->silhouette & SIL_BOTTOM ) || maskedtexture )
           && !ds_p->sprbottomclip )
           {
           memcpy (  lastopening,   floorclip+start,   2*(  rw_stopx-start ) );
           ds_p->sprbottomclip = lastopening - start;
           lastopening += rw_stopx - start;
           }
          
           if (  maskedtexture && !(  ds_p->silhouette&SIL_TOP ) )
           {
           ds_p->silhouette |= SIL_TOP;
           ds_p->tsilheight = MININT;
           }
           if (  maskedtexture && !(  ds_p->silhouette&SIL_BOTTOM ) )
           {
           ds_p->silhouette |= SIL_BOTTOM;
           ds_p->bsilheight = MAXINT;
           }
           ds_p++;
          }
          

r_segs.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Refresh module,   drawing LineSegs from BSP.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __R_SEGS__
          #define __R_SEGS__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          void
      33  R_RenderMaskedSegRange
          (   drawseg_t* ds,  
           int x1,  
           int x2  );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

r_sky.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Sky rendering. The DOOM sky is a texture map like any
          // wall,   wrapping around. A 1024 columns equal 360 degrees.
          // The default sky map is 256 columns and repeats 4 times
          // on a 320 screen?
          //
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: m_bbox.c,  v 1.1 1997/02/03 22:45:10 b1 Exp $";
          
          
          // Needed for FRACUNIT.
          #include "m_fixed.h"
          
          // Needed for Flat retrieval.
          #include "r_data.h"
          
          
          #ifdef __GNUG__
          #pragma implementation "r_sky.h"
          #endif
          #include "r_sky.h"
          
          //
          // sky mapping
          //
          int skyflatnum;
          int skytexture;
          int skytexturemid;
          
          
          
          //
          // R_InitSkyMap
          // Called whenever the view size changes.
          //
      57  void R_InitSkyMap (  void )
          {
           // skyflatnum = R_FlatNumForName (   SKYFLATNAME  );
           skytexturemid = 100*FRACUNIT;
          }
          

r_sky.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Sky rendering.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __R_SKY__
          #define __R_SKY__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          // SKY,   store the number for name.
          #define SKYFLATNAME "F_SKY1"
          
          // The sky map is 256*128*4 maps.
          #define ANGLETOSKYSHIFT 22
          
          extern int skytexture;
          extern int skytexturemid;
          
          // Called whenever the view size changes.
      41  void R_InitSkyMap (  void );
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

r_state.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Refresh/render internal state variables (  global ).
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __R_STATE__
          #define __R_STATE__
          
          // Need data structure definitions.
          #include "d_player.h"
          #include "r_data.h"
          
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          
          //
          // Refresh internal data structures,  
          // for rendering.
          //
          
          // needed for texture pegging
          extern fixed_t* textureheight;
          
          // needed for pre rendering (  fracs )
          extern fixed_t* spritewidth;
          
          extern fixed_t* spriteoffset;
          extern fixed_t* spritetopoffset;
          
          extern lighttable_t* colormaps;
          
          extern int viewwidth;
          extern int scaledviewwidth;
          extern int viewheight;
          
          extern int firstflat;
          
          // for global animation
          extern int* flattranslation;
          extern int* texturetranslation;
          
          
          // Sprite....
          extern int firstspritelump;
          extern int lastspritelump;
          extern int numspritelumps;
          
          
          
          //
          // Lookup tables for map data.
          //
          extern int numsprites;
          extern spritedef_t* sprites;
          
          extern int numvertexes;
          extern vertex_t* vertexes;
          
          extern int numsegs;
          extern seg_t* segs;
          
          extern int numsectors;
          extern sector_t* sectors;
          
          extern int numsubsectors;
          extern subsector_t* subsectors;
          
          extern int numnodes;
          extern node_t* nodes;
          
          extern int numlines;
          extern line_t* lines;
          
          extern int numsides;
          extern side_t* sides;
          
          
          //
          // POV data.
          //
          extern fixed_t viewx;
          extern fixed_t viewy;
          extern fixed_t viewz;
          
          extern angle_t viewangle;
          extern player_t* viewplayer;
          
          
          // ?
          extern angle_t clipangle;
          
          extern int viewangletox[FINEANGLES/2];
          extern angle_t xtoviewangle[SCREENWIDTH+1];
          //extern fixed_t finetangent[FINEANGLES/2];
          
          extern fixed_t rw_distance;
          extern angle_t rw_normalangle;
          
          
          
          // angle to line origin
          extern int rw_angle1;
          
          // Segs count?
          extern int sscount;
          
          extern visplane_t* floorplane;
          extern visplane_t* ceilingplane;
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

r_things.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Refresh of things,   i.e. objects represented by sprites.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: r_things.c,  v 1.5 1997/02/03 16:47:56 b1 Exp $";
          
          
          #include <stdio.h>
          #include <stdlib.h>
          
          
          #include "doomdef.h"
          #include "m_swap.h"
          
          #include "i_system.h"
          #include "z_zone.h"
          #include "w_wad.h"
          
          #include "r_local.h"
          
          #include "doomstat.h"
          
          
          
          #define MINZ (  FRACUNIT*4 )
          #define BASEYCENTER 100
          
          //void R_DrawColumn (  void );
          //void R_DrawFuzzColumn (  void );
          
          
          
          typedef struct
          {
           int x1;
           int x2;
          
           int column;
           int topclip;
           int bottomclip;
          
          } maskdraw_t;
          
          
          
          //
          // Sprite rotation 0 is facing the viewer,  
          // rotation 1 is one angle turn CLOCKWISE around the axis.
          // This is not the same as the angle,  
          // which increases counter clockwise (  protractor ).
          // There was a lot of stuff grabbed wrong,   so I changed it...
          //
          fixed_t pspritescale;
          fixed_t pspriteiscale;
          
          lighttable_t** spritelights;
          
          // constant arrays
          // used for psprite clipping and initializing clipping
          short negonearray[SCREENWIDTH];
          short screenheightarray[SCREENWIDTH];
          
          
          //
          // INITIALIZATION FUNCTIONS
          //
          
          // variables used to look up
          // and range check thing_t sprites patches
          spritedef_t* sprites;
          int numsprites;
          
          spriteframe_t sprtemp[29];
          int maxframe;
          char* spritename;
          
          
          
          
          //
          // R_InstallSpriteLump
          // Local function for R_InitSprites.
          //
          void
     106  R_InstallSpriteLump
          (   int lump,  
           unsigned frame,  
           unsigned rotation,  
           boolean flipped  )
          {
           int r;
          
           if (  frame >= 29 || rotation > 8 )
           I_Error(  "R_InstallSpriteLump: "
           "Bad frame characters in lump %i",   lump );
          
           if (  (  int )frame > maxframe )
           maxframe = frame;
          
           if (  rotation == 0 )
           {
           // the lump should be used for all rotations
           if (  sprtemp[frame].rotate == false )
           I_Error (  "R_InitSprites: Sprite %s frame %c has "
           "multip rot=0 lump",   spritename,   'A'+frame );
          
           if (  sprtemp[frame].rotate == true )
           I_Error (  "R_InitSprites: Sprite %s frame %c has rotations "
           "and a rot=0 lump",   spritename,   'A'+frame );
          
           sprtemp[frame].rotate = false;
           for (  r=0 ; r<8 ; r++ )
           {
           sprtemp[frame].lump[r] = lump - firstspritelump;
           sprtemp[frame].flip[r] = (  byte )flipped;
           }
           return;
           }
          
           // the lump is only used for one rotation
           if (  sprtemp[frame].rotate == false )
           I_Error (  "R_InitSprites: Sprite %s frame %c has rotations "
           "and a rot=0 lump",   spritename,   'A'+frame );
          
           sprtemp[frame].rotate = true;
          
           // make 0 based
           rotation--;
           if (  sprtemp[frame].lump[rotation] != -1 )
           I_Error (  "R_InitSprites: Sprite %s : %c : %c "
           "has two lumps mapped to it",  
           spritename,   'A'+frame,   '1'+rotation );
          
           sprtemp[frame].lump[rotation] = lump - firstspritelump;
           sprtemp[frame].flip[rotation] = (  byte )flipped;
          }
          
          
          
          
          //
          // R_InitSpriteDefs
          // Pass a null terminated list of sprite names
          // (  4 chars exactly ) to be used.
          // Builds the sprite rotation matrixes to account
          // for horizontally flipped sprites.
          // Will report an error if the lumps are inconsistant.
          // Only called at startup.
          //
          // Sprite lump names are 4 characters for the actor,  
          // a letter for the frame,   and a number for the rotation.
          // A sprite that is flippable will have an additional
          // letter/number appended.
          // The rotation character can be 0 to signify no rotations.
          //
     177  void R_InitSpriteDefs (  char** namelist )
          {
           char** check;
           int i;
           int l;
           int intname;
           int frame;
           int rotation;
           int start;
           int end;
           int patched;
          
           // count the number of sprite names
           check = namelist;
           while (  *check != NULL )
           check++;
          
           numsprites = check-namelist;
          
           if (  !numsprites )
           return;
          
           sprites = Z_Malloc(  numsprites *sizeof(  *sprites ),   PU_STATIC,   NULL );
          
           start = firstspritelump-1;
           end = lastspritelump+1;
          
           // scan all the lump names for each of the names,  
           // noting the highest frame letter.
           // Just compare 4 characters as ints
           for (  i=0 ; i<numsprites ; i++ )
           {
           spritename = namelist[i];
           memset (  sprtemp,  -1,   sizeof(  sprtemp ) );
          
           maxframe = -1;
           intname = *(  int * )namelist[i];
          
           // scan the lumps,  
           // filling in the frames for whatever is found
           for (  l=start+1 ; l<end ; l++ )
           {
           if (  *(  int * )lumpinfo[l].name == intname )
           {
           frame = lumpinfo[l].name[4] - 'A';
           rotation = lumpinfo[l].name[5] - '0';
          
           if (  modifiedgame )
           patched = W_GetNumForName (  lumpinfo[l].name );
           else
           patched = l;
          
           R_InstallSpriteLump (  patched,   frame,   rotation,   false );
          
           if (  lumpinfo[l].name[6] )
           {
           frame = lumpinfo[l].name[6] - 'A';
           rotation = lumpinfo[l].name[7] - '0';
           R_InstallSpriteLump (  l,   frame,   rotation,   true );
           }
           }
           }
          
           // check the frames that were found for completeness
           if (  maxframe == -1 )
           {
           sprites[i].numframes = 0;
           continue;
           }
          
           maxframe++;
          
           for (  frame = 0 ; frame < maxframe ; frame++ )
           {
           switch (  (  int )sprtemp[frame].rotate )
           {
           case -1:
           // no rotations were found for that frame at all
           I_Error (  "R_InitSprites: No patches found "
           "for %s frame %c",   namelist[i],   frame+'A' );
           break;
          
           case 0:
           // only the first rotation is needed
           break;
          
           case 1:
           // must have all 8 frames
           for (  rotation=0 ; rotation<8 ; rotation++ )
           if (  sprtemp[frame].lump[rotation] == -1 )
           I_Error (  "R_InitSprites: Sprite %s frame %c "
           "is missing rotations",  
           namelist[i],   frame+'A' );
           break;
           }
           }
          
           // allocate space for the frames present and copy sprtemp to it
           sprites[i].numframes = maxframe;
           sprites[i].spriteframes =
           Z_Malloc (  maxframe * sizeof(  spriteframe_t ),   PU_STATIC,   NULL );
           memcpy (  sprites[i].spriteframes,   sprtemp,   maxframe*sizeof(  spriteframe_t ) );
           }
          
          }
          
          
          
          
          //
          // GAME FUNCTIONS
          //
          vissprite_t vissprites[MAXVISSPRITES];
          vissprite_t* vissprite_p;
          int newvissprite;
          
          
          
          //
          // R_InitSprites
          // Called at program start.
          //
     299  void R_InitSprites (  char** namelist )
          {
           int i;
          
           for (  i=0 ; i<SCREENWIDTH ; i++ )
           {
           negonearray[i] = -1;
           }
          
           R_InitSpriteDefs (  namelist );
          }
          
          
          
          //
          // R_ClearSprites
          // Called at frame start.
          //
     317  void R_ClearSprites (  void )
          {
           vissprite_p = vissprites;
          }
          
          
          //
          // R_NewVisSprite
          //
          vissprite_t overflowsprite;
          
     328  vissprite_t* R_NewVisSprite (  void )
          {
           if (  vissprite_p == &vissprites[MAXVISSPRITES] )
           return &overflowsprite;
          
           vissprite_p++;
           return vissprite_p-1;
          }
          
          
          
          //
          // R_DrawMaskedColumn
          // Used for sprites and masked mid textures.
          // Masked means: partly transparent,   i.e. stored
          // in posts/runs of opaque pixels.
          //
          short* mfloorclip;
          short* mceilingclip;
          
          fixed_t spryscale;
          fixed_t sprtopscreen;
          
     351  void R_DrawMaskedColumn (  column_t* column )
          {
           int topscreen;
           int bottomscreen;
           fixed_t basetexturemid;
          
           basetexturemid = dc_texturemid;
          
           for (   ; column->topdelta != 0xff ;  )
           {
           // calculate unclipped screen coordinates
           // for post
           topscreen = sprtopscreen + spryscale*column->topdelta;
           bottomscreen = topscreen + spryscale*column->length;
          
           dc_yl = (  topscreen+FRACUNIT-1 )>>FRACBITS;
           dc_yh = (  bottomscreen-1 )>>FRACBITS;
          
           if (  dc_yh >= mfloorclip[dc_x] )
           dc_yh = mfloorclip[dc_x]-1;
           if (  dc_yl <= mceilingclip[dc_x] )
           dc_yl = mceilingclip[dc_x]+1;
          
           if (  dc_yl <= dc_yh )
           {
           dc_source = (  byte * )column + 3;
           dc_texturemid = basetexturemid - (  column->topdelta<<FRACBITS );
           // dc_source = (  byte * )column + 3 - column->topdelta;
          
           // Drawn by either R_DrawColumn
           // or (  SHADOW ) R_DrawFuzzColumn.
           colfunc (   );
           }
           column = (  column_t * )(   (  byte * )column + column->length + 4 );
           }
          
           dc_texturemid = basetexturemid;
          }
          
          
          
          //
          // R_DrawVisSprite
          // mfloorclip and mceilingclip should also be set.
          //
          void
     397  R_DrawVisSprite
          (   vissprite_t* vis,  
           int x1,  
           int x2  )
          {
           column_t* column;
           int texturecolumn;
           fixed_t frac;
           patch_t* patch;
          
          
           patch = W_CacheLumpNum (  vis->patch+firstspritelump,   PU_CACHE );
          
           dc_colormap = vis->colormap;
          
           if (  !dc_colormap )
           {
           // NULL colormap = shadow draw
           colfunc = fuzzcolfunc;
           }
           else if (  vis->mobjflags & MF_TRANSLATION )
           {
           colfunc = R_DrawTranslatedColumn;
           dc_translation = translationtables - 256 +
           (   (  vis->mobjflags & MF_TRANSLATION ) >> (  MF_TRANSSHIFT-8 )  );
           }
          
           dc_iscale = abs(  vis->xiscale )>>detailshift;
           dc_texturemid = vis->texturemid;
           frac = vis->startfrac;
           spryscale = vis->scale;
           sprtopscreen = centeryfrac - FixedMul(  dc_texturemid,  spryscale );
          
           for (  dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++,   frac += vis->xiscale )
           {
           texturecolumn = frac>>FRACBITS;
          #ifdef RANGECHECK
           if (  texturecolumn < 0 || texturecolumn >= SHORT(  patch->width ) )
           I_Error (  "R_DrawSpriteRange: bad texturecolumn" );
          #endif
           column = (  column_t * ) (  (  byte * )patch +
           LONG(  patch->columnofs[texturecolumn] ) );
           R_DrawMaskedColumn (  column );
           }
          
           colfunc = basecolfunc;
          }
          
          
          
          //
          // R_ProjectSprite
          // Generates a vissprite for a thing
          // if it might be visible.
          //
     452  void R_ProjectSprite (  mobj_t* thing )
          {
           fixed_t tr_x;
           fixed_t tr_y;
          
           fixed_t gxt;
           fixed_t gyt;
          
           fixed_t tx;
           fixed_t tz;
          
           fixed_t xscale;
          
           int x1;
           int x2;
          
           spritedef_t* sprdef;
           spriteframe_t* sprframe;
           int lump;
          
           unsigned rot;
           boolean flip;
          
           int index;
          
           vissprite_t* vis;
          
           angle_t ang;
           fixed_t iscale;
          
           // transform the origin point
           tr_x = thing->x - viewx;
           tr_y = thing->y - viewy;
          
           gxt = FixedMul(  tr_x,  viewcos );
           gyt = -FixedMul(  tr_y,  viewsin );
          
           tz = gxt-gyt;
          
           // thing is behind view plane?
           if (  tz < MINZ )
           return;
          
           xscale = FixedDiv(  projection,   tz );
          
           gxt = -FixedMul(  tr_x,  viewsin );
           gyt = FixedMul(  tr_y,  viewcos );
           tx = -(  gyt+gxt );
          
           // too far off the side?
           if (  abs(  tx )>(  tz<<2 ) )
           return;
          
           // decide which patch to use for sprite relative to player
          #ifdef RANGECHECK
           if (  (  unsigned )thing->sprite >= numsprites )
           I_Error (  "R_ProjectSprite: invalid sprite number %i ",  
           thing->sprite );
          #endif
           sprdef = &sprites[thing->sprite];
          #ifdef RANGECHECK
           if (   (  thing->frame&FF_FRAMEMASK ) >= sprdef->numframes  )
           I_Error (  "R_ProjectSprite: invalid sprite frame %i : %i ",  
           thing->sprite,   thing->frame );
          #endif
           sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];
          
           if (  sprframe->rotate )
           {
           // choose a different rotation based on player view
           ang = R_PointToAngle (  thing->x,   thing->y );
           rot = (  ang-thing->angle+(  unsigned )(  ANG45/2 )*9 )>>29;
           lump = sprframe->lump[rot];
           flip = (  boolean )sprframe->flip[rot];
           }
           else
           {
           // use single rotation for all views
           lump = sprframe->lump[0];
           flip = (  boolean )sprframe->flip[0];
           }
          
           // calculate edges of the shape
           tx -= spriteoffset[lump];
           x1 = (  centerxfrac + FixedMul (  tx,  xscale )  ) >>FRACBITS;
          
           // off the right side?
           if (  x1 > viewwidth )
           return;
          
           tx += spritewidth[lump];
           x2 = (  (  centerxfrac + FixedMul (  tx,  xscale )  ) >>FRACBITS ) - 1;
          
           // off the left side
           if (  x2 < 0 )
           return;
          
           // store information in a vissprite
           vis = R_NewVisSprite (   );
           vis->mobjflags = thing->flags;
           vis->scale = xscale<<detailshift;
           vis->gx = thing->x;
           vis->gy = thing->y;
           vis->gz = thing->z;
           vis->gzt = thing->z + spritetopoffset[lump];
           vis->texturemid = vis->gzt - viewz;
           vis->x1 = x1 < 0 ? 0 : x1;
           vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
           iscale = FixedDiv (  FRACUNIT,   xscale );
          
           if (  flip )
           {
           vis->startfrac = spritewidth[lump]-1;
           vis->xiscale = -iscale;
           }
           else
           {
           vis->startfrac = 0;
           vis->xiscale = iscale;
           }
          
           if (  vis->x1 > x1 )
           vis->startfrac += vis->xiscale*(  vis->x1-x1 );
           vis->patch = lump;
          
           // get light level
           if (  thing->flags & MF_SHADOW )
           {
           // shadow draw
           vis->colormap = NULL;
           }
           else if (  fixedcolormap )
           {
           // fixed map
           vis->colormap = fixedcolormap;
           }
           else if (  thing->frame & FF_FULLBRIGHT )
           {
           // full bright
           vis->colormap = colormaps;
           }
          
           else
           {
           // diminished light
           index = xscale>>(  LIGHTSCALESHIFT-detailshift );
          
           if (  index >= MAXLIGHTSCALE )
           index = MAXLIGHTSCALE-1;
          
           vis->colormap = spritelights[index];
           }
          }
          
          
          
          
          //
          // R_AddSprites
          // During BSP traversal,   this adds sprites by sector.
          //
     613  void R_AddSprites (  sector_t* sec )
          {
           mobj_t* thing;
           int lightnum;
          
           // BSP is traversed by subsector.
           // A sector might have been split into several
           // subsectors during BSP building.
           // Thus we check whether its already added.
           if (  sec->validcount == validcount )
           return;
          
           // Well,   now it will be done.
           sec->validcount = validcount;
          
           lightnum = (  sec->lightlevel >> LIGHTSEGSHIFT )+extralight;
          
           if (  lightnum < 0 )
           spritelights = scalelight[0];
           else if (  lightnum >= LIGHTLEVELS )
           spritelights = scalelight[LIGHTLEVELS-1];
           else
           spritelights = scalelight[lightnum];
          
           // Handle all things in sector.
           for (  thing = sec->thinglist ; thing ; thing = thing->snext )
           R_ProjectSprite (  thing );
          }
          
          
          //
          // R_DrawPSprite
          //
     646  void R_DrawPSprite (  pspdef_t* psp )
          {
           fixed_t tx;
           int x1;
           int x2;
           spritedef_t* sprdef;
           spriteframe_t* sprframe;
           int lump;
           boolean flip;
           vissprite_t* vis;
           vissprite_t avis;
          
           // decide which patch to use
          #ifdef RANGECHECK
           if (   (  unsigned )psp->state->sprite >= numsprites )
           I_Error (  "R_ProjectSprite: invalid sprite number %i ",  
           psp->state->sprite );
          #endif
           sprdef = &sprites[psp->state->sprite];
          #ifdef RANGECHECK
           if (   (  psp->state->frame & FF_FRAMEMASK ) >= sprdef->numframes )
           I_Error (  "R_ProjectSprite: invalid sprite frame %i : %i ",  
           psp->state->sprite,   psp->state->frame );
          #endif
           sprframe = &sprdef->spriteframes[ psp->state->frame & FF_FRAMEMASK ];
          
           lump = sprframe->lump[0];
           flip = (  boolean )sprframe->flip[0];
          
           // calculate edges of the shape
           tx = psp->sx-160*FRACUNIT;
          
           tx -= spriteoffset[lump];
           x1 = (  centerxfrac + FixedMul (  tx,  pspritescale )  ) >>FRACBITS;
          
           // off the right side
           if (  x1 > viewwidth )
           return;
          
           tx += spritewidth[lump];
           x2 = (  (  centerxfrac + FixedMul (  tx,   pspritescale )  ) >>FRACBITS ) - 1;
          
           // off the left side
           if (  x2 < 0 )
           return;
          
           // store information in a vissprite
           vis = &avis;
           vis->mobjflags = 0;
           vis->texturemid = (  BASEYCENTER<<FRACBITS )+FRACUNIT/2-(  psp->sy-spritetopoffset[lump] );
           vis->x1 = x1 < 0 ? 0 : x1;
           vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
           vis->scale = pspritescale<<detailshift;
          
           if (  flip )
           {
           vis->xiscale = -pspriteiscale;
           vis->startfrac = spritewidth[lump]-1;
           }
           else
           {
           vis->xiscale = pspriteiscale;
           vis->startfrac = 0;
           }
          
           if (  vis->x1 > x1 )
           vis->startfrac += vis->xiscale*(  vis->x1-x1 );
          
           vis->patch = lump;
          
           if (  viewplayer->powers[pw_invisibility] > 4*32
           || viewplayer->powers[pw_invisibility] & 8 )
           {
           // shadow draw
           vis->colormap = NULL;
           }
           else if (  fixedcolormap )
           {
           // fixed color
           vis->colormap = fixedcolormap;
           }
           else if (  psp->state->frame & FF_FULLBRIGHT )
           {
           // full bright
           vis->colormap = colormaps;
           }
           else
           {
           // local light
           vis->colormap = spritelights[MAXLIGHTSCALE-1];
           }
          
           R_DrawVisSprite (  vis,   vis->x1,   vis->x2 );
          }
          
          
          
          //
          // R_DrawPlayerSprites
          //
     746  void R_DrawPlayerSprites (  void )
          {
           int i;
           int lightnum;
           pspdef_t* psp;
          
           // get light level
           lightnum =
           (  viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT )
           +extralight;
          
           if (  lightnum < 0 )
           spritelights = scalelight[0];
           else if (  lightnum >= LIGHTLEVELS )
           spritelights = scalelight[LIGHTLEVELS-1];
           else
           spritelights = scalelight[lightnum];
          
           // clip to screen bounds
           mfloorclip = screenheightarray;
           mceilingclip = negonearray;
          
           // add all active psprites
           for (  i=0,   psp=viewplayer->psprites;
           i<NUMPSPRITES;
           i++,  psp++ )
           {
           if (  psp->state )
           R_DrawPSprite (  psp );
           }
          }
          
          
          
          
          //
          // R_SortVisSprites
          //
          vissprite_t vsprsortedhead;
          
          
     787  void R_SortVisSprites (  void )
          {
           int i;
           int count;
           vissprite_t* ds;
           vissprite_t* best;
           vissprite_t unsorted;
           fixed_t bestscale;
          
           count = vissprite_p - vissprites;
          
           unsorted.next = unsorted.prev = &unsorted;
          
           if (  !count )
           return;
          
           for (  ds=vissprites ; ds<vissprite_p ; ds++ )
           {
           ds->next = ds+1;
           ds->prev = ds-1;
           }
          
           vissprites[0].prev = &unsorted;
           unsorted.next = &vissprites[0];
           (  vissprite_p-1 )->next = &unsorted;
           unsorted.prev = vissprite_p-1;
          
           // pull the vissprites out by scale
           //best = 0; // shut up the compiler warning
           vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
           for (  i=0 ; i<count ; i++ )
           {
           bestscale = MAXINT;
           for (  ds=unsorted.next ; ds!= &unsorted ; ds=ds->next )
           {
           if (  ds->scale < bestscale )
           {
           bestscale = ds->scale;
           best = ds;
           }
           }
           best->next->prev = best->prev;
           best->prev->next = best->next;
           best->next = &vsprsortedhead;
           best->prev = vsprsortedhead.prev;
           vsprsortedhead.prev->next = best;
           vsprsortedhead.prev = best;
           }
          }
          
          
          
          //
          // R_DrawSprite
          //
     842  void R_DrawSprite (  vissprite_t* spr )
          {
           drawseg_t* ds;
           short clipbot[SCREENWIDTH];
           short cliptop[SCREENWIDTH];
           int x;
           int r1;
           int r2;
           fixed_t scale;
           fixed_t lowscale;
           int silhouette;
          
           for (  x = spr->x1 ; x<=spr->x2 ; x++ )
           clipbot[x] = cliptop[x] = -2;
          
           // Scan drawsegs from end to start for obscuring segs.
           // The first drawseg that has a greater scale
           // is the clip seg.
           for (  ds=ds_p-1 ; ds >= drawsegs ; ds-- )
           {
           // determine if the drawseg obscures the sprite
           if (  ds->x1 > spr->x2
           || ds->x2 < spr->x1
           || (  !ds->silhouette
           && !ds->maskedtexturecol )  )
           {
           // does not cover sprite
           continue;
           }
          
           r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
           r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
          
           if (  ds->scale1 > ds->scale2 )
           {
           lowscale = ds->scale2;
           scale = ds->scale1;
           }
           else
           {
           lowscale = ds->scale1;
           scale = ds->scale2;
           }
          
           if (  scale < spr->scale
           || (   lowscale < spr->scale
           && !R_PointOnSegSide (  spr->gx,   spr->gy,   ds->curline )  )  )
           {
           // masked mid texture?
           if (  ds->maskedtexturecol )
           R_RenderMaskedSegRange (  ds,   r1,   r2 );
           // seg is behind sprite
           continue;
           }
          
          
           // clip this piece of the sprite
           silhouette = ds->silhouette;
          
           if (  spr->gz >= ds->bsilheight )
           silhouette &= ~SIL_BOTTOM;
          
           if (  spr->gzt <= ds->tsilheight )
           silhouette &= ~SIL_TOP;
          
           if (  silhouette == 1 )
           {
           // bottom sil
           for (  x=r1 ; x<=r2 ; x++ )
           if (  clipbot[x] == -2 )
           clipbot[x] = ds->sprbottomclip[x];
           }
           else if (  silhouette == 2 )
           {
           // top sil
           for (  x=r1 ; x<=r2 ; x++ )
           if (  cliptop[x] == -2 )
           cliptop[x] = ds->sprtopclip[x];
           }
           else if (  silhouette == 3 )
           {
           // both
           for (  x=r1 ; x<=r2 ; x++ )
           {
           if (  clipbot[x] == -2 )
           clipbot[x] = ds->sprbottomclip[x];
           if (  cliptop[x] == -2 )
           cliptop[x] = ds->sprtopclip[x];
           }
           }
          
           }
          
           // all clipping has been performed,   so draw the sprite
          
           // check for unclipped columns
           for (  x = spr->x1 ; x<=spr->x2 ; x++ )
           {
           if (  clipbot[x] == -2 )
           clipbot[x] = viewheight;
          
           if (  cliptop[x] == -2 )
           cliptop[x] = -1;
           }
          
           mfloorclip = clipbot;
           mceilingclip = cliptop;
           R_DrawVisSprite (  spr,   spr->x1,   spr->x2 );
          }
          
          
          
          
          //
          // R_DrawMasked
          //
     958  void R_DrawMasked (  void )
          {
           vissprite_t* spr;
           drawseg_t* ds;
          
           R_SortVisSprites (   );
          
           if (  vissprite_p > vissprites )
           {
           // draw all vissprites back to front
           for (  spr = vsprsortedhead.next ;
           spr != &vsprsortedhead ;
           spr=spr->next )
           {
          
           R_DrawSprite (  spr );
           }
           }
          
           // render any remaining masked mid textures
           for (  ds=ds_p-1 ; ds >= drawsegs ; ds-- )
           if (  ds->maskedtexturecol )
           R_RenderMaskedSegRange (  ds,   ds->x1,   ds->x2 );
          
           // draw the psprites on top of everything
           // but does not draw on side views
           if (  !viewangleoffset )
           R_DrawPlayerSprites (   );
          }
          
          
          

r_things.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Rendering of moving objects,   sprites.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __R_THINGS__
          #define __R_THINGS__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          #define MAXVISSPRITES 128
          
          extern vissprite_t vissprites[MAXVISSPRITES];
          extern vissprite_t* vissprite_p;
          extern vissprite_t vsprsortedhead;
          
          // Constant arrays used for psprite clipping
          // and initializing clipping.
          extern short negonearray[SCREENWIDTH];
          extern short screenheightarray[SCREENWIDTH];
          
          // vars for R_DrawMaskedColumn
          extern short* mfloorclip;
          extern short* mceilingclip;
          extern fixed_t spryscale;
          extern fixed_t sprtopscreen;
          
          extern fixed_t pspritescale;
          extern fixed_t pspriteiscale;
          
          
      52  void R_DrawMaskedColumn (  column_t* column );
          
          
      55  void R_SortVisSprites (  void );
          
      57  void R_AddSprites (  sector_t* sec );
      58  void R_AddPSprites (  void );
      59  void R_DrawSprites (  void );
      60  void R_InitSprites (  char** namelist );
      61  void R_ClearSprites (  void );
      62  void R_DrawMasked (  void );
          
          void
      65  R_ClipVisSprite
          (   vissprite_t* vis,  
           int xl,  
           int xh  );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

s_sound.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION: none
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: s_sound.c,  v 1.6 1997/02/03 22:45:12 b1 Exp $";
          
          
          
          #include <stdio.h>
          #include <stdlib.h>
          
          #include "i_system.h"
          #include "i_sound.h"
          #include "sounds.h"
          #include "s_sound.h"
          
          #include "z_zone.h"
          #include "m_random.h"
          #include "w_wad.h"
          
          #include "doomdef.h"
          #include "p_local.h"
          
          #include "doomstat.h"
          
          
          // Purpose?
          const char snd_prefixen[]
          = { 'P',   'P',   'A',   'S',   'S',   'S',   'M',   'M',   'M',   'S',   'S',   'S' };
          
          #define S_MAX_VOLUME 127
          
          // when to clip out sounds
          // Does not fit the large outdoor areas.
          #define S_CLIPPING_DIST (  1200*0x10000 )
          
          // Distance tp origin when sounds should be maxed out.
          // This should relate to movement clipping resolution
          // (  see BLOCKMAP handling ).
          // Originally: (  200*0x10000 ).
          #define S_CLOSE_DIST (  160*0x10000 )
          
          
          #define S_ATTENUATOR (  (  S_CLIPPING_DIST-S_CLOSE_DIST )>>FRACBITS )
          
          // Adjustable by menu.
          #define NORM_VOLUME snd_MaxVolume
          
          #define NORM_PITCH 128
          #define NORM_PRIORITY 64
          #define NORM_SEP 128
          
          #define S_PITCH_PERTURB 1
          #define S_STEREO_SWING (  96*0x10000 )
          
          // percent attenuation from front to back
          #define S_IFRACVOL 30
          
          #define NA 0
          #define S_NUMCHANNELS 2
          
          
          // Current music/sfx card - index useless
          // w/o a reference LUT in a sound module.
          extern int snd_MusicDevice;
          extern int snd_SfxDevice;
          // Config file? Same disclaimer as above.
          extern int snd_DesiredMusicDevice;
          extern int snd_DesiredSfxDevice;
          
          
          
          typedef struct
          {
           // sound information (  if null,   channel avail. )
           sfxinfo_t* sfxinfo;
          
           // origin of sound
           void* origin;
          
           // handle of the sound being played
           int handle;
          
          } channel_t;
          
          
          // the set of channels available
          static channel_t* channels;
          
          // These are not used,   but should be (  menu ).
          // Maximum volume of a sound effect.
          // Internal default is max out of 0-15.
          int snd_SfxVolume = 15;
          
          // Maximum volume of music. Useless so far.
          int snd_MusicVolume = 15;
          
          
          
          // whether songs are mus_paused
          static boolean mus_paused;
          
          // music currently being played
          static musicinfo_t* mus_playing=0;
          
          // following is set
          // by the defaults code in M_misc:
          // number of channels available
          int numChannels;
          
          static int nextcleanup;
          
          
          
          //
          // Internals.
          //
          int
     139  S_getChannel
          (   void* origin,  
           sfxinfo_t* sfxinfo  );
          
          
          int
     145  S_AdjustSoundParams
          (   mobj_t* listener,  
           mobj_t* source,  
           int* vol,  
           int* sep,  
           int* pitch  );
          
     152  void S_StopChannel(  int cnum );
          
          
          
          //
          // Initializes sound stuff,   including volume
          // Sets channels,   SFX and music volume,  
          // allocates channel buffer,   sets S_sfx lookup.
          //
     161  void S_Init
          (   int sfxVolume,  
           int musicVolume  )
          {
           int i;
          
           fprintf(   stderr,   "S_Init: default sfx volume %d\n",   sfxVolume );
          
           // Whatever these did with DMX,   these are rather dummies now.
           I_SetChannels(   );
          
           S_SetSfxVolume(  sfxVolume );
           // No music with Linux - another dummy.
           S_SetMusicVolume(  musicVolume );
          
           // Allocating the internal channels for mixing
           // (  the maximum numer of sounds rendered
           // simultaneously ) within zone memory.
           channels =
           (  channel_t * ) Z_Malloc(  numChannels*sizeof(  channel_t ),   PU_STATIC,   0 );
          
           // Free all channels for use
           for (  i=0 ; i<numChannels ; i++ )
           channels[i].sfxinfo = 0;
          
           // no sounds are playing,   and they are not mus_paused
           mus_paused = 0;
          
           // Note that sounds have not been cached (  yet ).
           for (  i=1 ; i<NUMSFX ; i++ )
           S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
          }
          
          
          
          
          //
          // Per level startup code.
          // Kills playing sounds at start of level,  
          // determines music if any,   changes music.
          //
     202  void S_Start(  void )
          {
           int cnum;
           int mnum;
          
           // kill all playing sounds at start of level
           // (  trust me - a good idea )
           for (  cnum=0 ; cnum<numChannels ; cnum++ )
           if (  channels[cnum].sfxinfo )
           S_StopChannel(  cnum );
          
           // start new music for the level
           mus_paused = 0;
          
           if (  gamemode == commercial )
           mnum = mus_runnin + gamemap - 1;
           else
           {
           int spmus[]=
           {
           // Song - Who? - Where?
          
           mus_e3m4,   // American e4m1
           mus_e3m2,   // Romero e4m2
           mus_e3m3,   // Shawn e4m3
           mus_e1m5,   // American e4m4
           mus_e2m7,   // Tim e4m5
           mus_e2m4,   // Romero e4m6
           mus_e2m6,   // J.Anderson e4m7 CHIRON.WAD
           mus_e2m5,   // Shawn e4m8
           mus_e1m9 // Tim e4m9
           };
          
           if (  gameepisode < 4 )
           mnum = mus_e1m1 + (  gameepisode-1 )*9 + gamemap-1;
           else
           mnum = spmus[gamemap-1];
           }
          
           // HACK FOR COMMERCIAL
           // if (  commercial && mnum > mus_e3m9 )
           // mnum -= mus_e3m9;
          
           S_ChangeMusic(  mnum,   true );
          
           nextcleanup = 15;
          }
          
          
          
          
          
          void
     255  S_StartSoundAtVolume
          (   void* origin_p,  
           int sfx_id,  
           int volume  )
          {
          
           int rc;
           int sep;
           int pitch;
           int priority;
           sfxinfo_t* sfx;
           int cnum;
          
           mobj_t* origin = (  mobj_t * ) origin_p;
          
          
           // Debug.
           /*fprintf(   stderr,  
           "S_StartSoundAtVolume: playing sound %d (  %s )\n",  
           sfx_id,   S_sfx[sfx_id].name  );*/
          
           // check for bogus sound #
           if (  sfx_id < 1 || sfx_id > NUMSFX )
           I_Error(  "Bad sfx #: %d",   sfx_id );
          
           sfx = &S_sfx[sfx_id];
          
           // Initialize sound parameters
           if (  sfx->link )
           {
           pitch = sfx->pitch;
           priority = sfx->priority;
           volume += sfx->volume;
          
           if (  volume < 1 )
           return;
          
           if (  volume > snd_SfxVolume )
           volume = snd_SfxVolume;
           }
           else
           {
           pitch = NORM_PITCH;
           priority = NORM_PRIORITY;
           }
          
          
           // Check to see if it is audible,  
           // and if not,   modify the params
           if (  origin && origin != players[consoleplayer].mo )
           {
           rc = S_AdjustSoundParams(  players[consoleplayer].mo,  
           origin,  
           &volume,  
           &sep,  
           &pitch );
          
           if (   origin->x == players[consoleplayer].mo->x
           && origin->y == players[consoleplayer].mo->y )
           {
           sep = NORM_SEP;
           }
          
           if (  !rc )
           return;
           }
           else
           {
           sep = NORM_SEP;
           }
          
           // hacks to vary the sfx pitches
           if (  sfx_id >= sfx_sawup
           && sfx_id <= sfx_sawhit )
           {
           pitch += 8 - (  M_Random(   )&15 );
          
           if (  pitch<0 )
           pitch = 0;
           else if (  pitch>255 )
           pitch = 255;
           }
           else if (  sfx_id != sfx_itemup
           && sfx_id != sfx_tink )
           {
           pitch += 16 - (  M_Random(   )&31 );
          
           if (  pitch<0 )
           pitch = 0;
           else if (  pitch>255 )
           pitch = 255;
           }
          
           // kill old sound
           S_StopSound(  origin );
          
           // try to find a channel
           cnum = S_getChannel(  origin,   sfx );
          
           if (  cnum<0 )
           return;
          
           //
           // This is supposed to handle the loading/caching.
           // For some odd reason,   the caching is done nearly
           // each time the sound is needed?
           //
          
           // get lumpnum if necessary
           if (  sfx->lumpnum < 0 )
           sfx->lumpnum = I_GetSfxLumpNum(  sfx );
          
          #ifndef SNDSRV
           // cache data if necessary
           if (  !sfx->data )
           {
           fprintf(   stderr,  
           "S_StartSoundAtVolume: 16bit and not pre-cached - wtf?\n" );
          
           // DOS remains,   8bit handling
           //sfx->data = (  void * ) W_CacheLumpNum(  sfx->lumpnum,   PU_MUSIC );
           // fprintf(   stderr,  
           // "S_StartSoundAtVolume: loading %d (  lump %d ) : 0x%x\n",  
           // sfx_id,   sfx->lumpnum,   (  int )sfx->data  );
          
           }
          #endif
          
           // increase the usefulness
           if (  sfx->usefulness++ < 0 )
           sfx->usefulness = 1;
          
           // Assigns the handle to one of the channels in the
           // mix/output buffer.
           channels[cnum].handle = I_StartSound(  sfx_id,  
           /*sfx->data,  */
           volume,  
           sep,  
           pitch,  
           priority );
          }
          
          void
     398  S_StartSound
          (   void* origin,  
           int sfx_id  )
          {
          #ifdef SAWDEBUG
           // if (  sfx_id == sfx_sawful )
           // sfx_id = sfx_itemup;
          #endif
          
           S_StartSoundAtVolume(  origin,   sfx_id,   snd_SfxVolume );
          
          
           // UNUSED. We had problems,   had we not?
          #ifdef SAWDEBUG
          {
           int i;
           int n;
          
           static mobj_t* last_saw_origins[10] = {1,  1,  1,  1,  1,  1,  1,  1,  1,  1};
           static int first_saw=0;
           static int next_saw=0;
          
           if (  sfx_id == sfx_sawidl
           || sfx_id == sfx_sawful
           || sfx_id == sfx_sawhit )
           {
           for (  i=first_saw;i!=next_saw;i=(  i+1 )%10 )
           if (  last_saw_origins[i] != origin )
           fprintf(  stderr,   "old origin 0x%lx != "
           "origin 0x%lx for sfx %d\n",  
           last_saw_origins[i],  
           origin,  
           sfx_id );
          
           last_saw_origins[next_saw] = origin;
           next_saw = (  next_saw + 1 ) % 10;
           if (  next_saw == first_saw )
           first_saw = (  first_saw + 1 ) % 10;
          
           for (  n=i=0; i<numChannels ; i++ )
           {
           if (  channels[i].sfxinfo == &S_sfx[sfx_sawidl]
           || channels[i].sfxinfo == &S_sfx[sfx_sawful]
           || channels[i].sfxinfo == &S_sfx[sfx_sawhit] ) n++;
           }
          
           if (  n>1 )
           {
           for (  i=0; i<numChannels ; i++ )
           {
           if (  channels[i].sfxinfo == &S_sfx[sfx_sawidl]
           || channels[i].sfxinfo == &S_sfx[sfx_sawful]
           || channels[i].sfxinfo == &S_sfx[sfx_sawhit] )
           {
           fprintf(  stderr,  
           "chn: sfxinfo=0x%lx,   origin=0x%lx,   "
           "handle=%d\n",  
           channels[i].sfxinfo,  
           channels[i].origin,  
           channels[i].handle );
           }
           }
           fprintf(  stderr,   "\n" );
           }
           }
          }
          #endif
          
          }
          
          
          
          
     471  void S_StopSound(  void *origin )
          {
          
           int cnum;
          
           for (  cnum=0 ; cnum<numChannels ; cnum++ )
           {
           if (  channels[cnum].sfxinfo && channels[cnum].origin == origin )
           {
           S_StopChannel(  cnum );
           break;
           }
           }
          }
          
          
          
          
          
          
          
          
          
          //
          // Stop and resume music,   during game PAUSE.
          //
     497  void S_PauseSound(  void )
          {
           if (  mus_playing && !mus_paused )
           {
           I_PauseSong(  mus_playing->handle );
           mus_paused = true;
           }
          }
          
     506  void S_ResumeSound(  void )
          {
           if (  mus_playing && mus_paused )
           {
           I_ResumeSong(  mus_playing->handle );
           mus_paused = false;
           }
          }
          
          
          //
          // Updates music & sounds
          //
     519  void S_UpdateSounds(  void* listener_p )
          {
           int audible;
           int cnum;
           int volume;
           int sep;
           int pitch;
           sfxinfo_t* sfx;
           channel_t* c;
          
           mobj_t* listener = (  mobj_t* )listener_p;
          
          
          
           // Clean up unused data.
           // This is currently not done for 16bit (  sounds cached static ).
           // DOS 8bit remains.
           /*if (  gametic > nextcleanup )
           {
           for (  i=1 ; i<NUMSFX ; i++ )
           {
           if (  S_sfx[i].usefulness < 1
           && S_sfx[i].usefulness > -1 )
           {
           if (  --S_sfx[i].usefulness == -1 )
           {
           Z_ChangeTag(  S_sfx[i].data,   PU_CACHE );
           S_sfx[i].data = 0;
           }
           }
           }
           nextcleanup = gametic + 15;
           }*/
          
           for (  cnum=0 ; cnum<numChannels ; cnum++ )
           {
           c = &channels[cnum];
           sfx = c->sfxinfo;
          
           if (  c->sfxinfo )
           {
           if (  I_SoundIsPlaying(  c->handle ) )
           {
           // initialize parameters
           volume = snd_SfxVolume;
           pitch = NORM_PITCH;
           sep = NORM_SEP;
          
           if (  sfx->link )
           {
           pitch = sfx->pitch;
           volume += sfx->volume;
           if (  volume < 1 )
           {
           S_StopChannel(  cnum );
           continue;
           }
           else if (  volume > snd_SfxVolume )
           {
           volume = snd_SfxVolume;
           }
           }
          
           // check non-local sounds for distance clipping
           // or modify their params
           if (  c->origin && listener_p != c->origin )
           {
           audible = S_AdjustSoundParams(  listener,  
           c->origin,  
           &volume,  
           &sep,  
           &pitch );
          
           if (  !audible )
           {
           S_StopChannel(  cnum );
           }
           else
           I_UpdateSoundParams(  c->handle,   volume,   sep,   pitch );
           }
           }
           else
           {
           // if channel is allocated but sound has stopped,  
           // free it
           S_StopChannel(  cnum );
           }
           }
           }
           // kill music if it is a single-play && finished
           // if (   mus_playing
           // && !I_QrySongPlaying(  mus_playing->handle )
           // && !mus_paused  )
           // S_StopMusic(   );
          }
          
          
     616  void S_SetMusicVolume(  int volume )
          {
           if (  volume < 0 || volume > 127 )
           {
           I_Error(  "Attempt to set music volume at %d",  
           volume );
           }
          
           I_SetMusicVolume(  127 );
           I_SetMusicVolume(  volume );
           snd_MusicVolume = volume;
          }
          
          
          
     631  void S_SetSfxVolume(  int volume )
          {
          
           if (  volume < 0 || volume > 127 )
           I_Error(  "Attempt to set sfx volume at %d",   volume );
          
           snd_SfxVolume = volume;
          
          }
          
          //
          // Starts some music with the music id found in sounds.h.
          //
     644  void S_StartMusic(  int m_id )
          {
           S_ChangeMusic(  m_id,   false );
          }
          
          void
     650  S_ChangeMusic
          (   int musicnum,  
           int looping  )
          {
           musicinfo_t* music;
           char namebuf[9];
          
           if (   (  musicnum <= mus_None )
           || (  musicnum >= NUMMUSIC )  )
           {
           I_Error(  "Bad music number %d",   musicnum );
           }
           else
           music = &S_music[musicnum];
          
           if (  mus_playing == music )
           return;
          
           // shutdown old music
           S_StopMusic(   );
          
           // get lumpnum if neccessary
           if (  !music->lumpnum )
           {
           sprintf(  namebuf,   "d_%s",   music->name );
           music->lumpnum = W_GetNumForName(  namebuf );
           }
          
           // load & register it
           music->data = (  void * ) W_CacheLumpNum(  music->lumpnum,   PU_MUSIC );
           music->handle = I_RegisterSong(  music->data );
          
           // play it
           I_PlaySong(  music->handle,   looping );
          
           mus_playing = music;
          }
          
          
     689  void S_StopMusic(  void )
          {
           if (  mus_playing )
           {
           if (  mus_paused )
           I_ResumeSong(  mus_playing->handle );
          
           I_StopSong(  mus_playing->handle );
           I_UnRegisterSong(  mus_playing->handle );
           Z_ChangeTag(  mus_playing->data,   PU_CACHE );
          
           mus_playing->data = 0;
           mus_playing = 0;
           }
          }
          
          
          
          
     708  void S_StopChannel(  int cnum )
          {
          
           int i;
           channel_t* c = &channels[cnum];
          
           if (  c->sfxinfo )
           {
           // stop the sound playing
           if (  I_SoundIsPlaying(  c->handle ) )
           {
          #ifdef SAWDEBUG
           if (  c->sfxinfo == &S_sfx[sfx_sawful] )
           fprintf(  stderr,   "stopped\n" );
          #endif
           I_StopSound(  c->handle );
           }
          
           // check to see
           // if other channels are playing the sound
           for (  i=0 ; i<numChannels ; i++ )
           {
           if (  cnum != i
           && c->sfxinfo == channels[i].sfxinfo )
           {
           break;
           }
           }
          
           // degrade usefulness of sound data
           c->sfxinfo->usefulness--;
          
           c->sfxinfo = 0;
           }
          }
          
          
          
          //
          // Changes volume,   stereo-separation,   and pitch variables
          // from the norm of a sound effect to be played.
          // If the sound is not audible,   returns a 0.
          // Otherwise,   modifies parameters and returns 1.
          //
          int
     753  S_AdjustSoundParams
          (   mobj_t* listener,  
           mobj_t* source,  
           int* vol,  
           int* sep,  
           int* pitch  )
          {
           fixed_t approx_dist;
           fixed_t adx;
           fixed_t ady;
           angle_t angle;
          
           // calculate the distance to sound origin
           // and clip it if necessary
           adx = abs(  listener->x - source->x );
           ady = abs(  listener->y - source->y );
          
           // From _GG1_ p.428. Appox. eucledian distance fast.
           approx_dist = adx + ady - (  (  adx < ady ? adx : ady )>>1 );
          
           if (  gamemap != 8
           && approx_dist > S_CLIPPING_DIST )
           {
           return 0;
           }
          
           // angle of source to listener
           angle = R_PointToAngle2(  listener->x,  
           listener->y,  
           source->x,  
           source->y );
          
           if (  angle > listener->angle )
           angle = angle - listener->angle;
           else
           angle = angle + (  0xffffffff - listener->angle );
          
           angle >>= ANGLETOFINESHIFT;
          
           // stereo separation
           *sep = 128 - (  FixedMul(  S_STEREO_SWING,  finesine[angle] )>>FRACBITS );
          
           // volume calculation
           if (  approx_dist < S_CLOSE_DIST )
           {
           *vol = snd_SfxVolume;
           }
           else if (  gamemap == 8 )
           {
           if (  approx_dist > S_CLIPPING_DIST )
           approx_dist = S_CLIPPING_DIST;
          
           *vol = 15+ (  (  snd_SfxVolume-15 )
           *(  (  S_CLIPPING_DIST - approx_dist )>>FRACBITS ) )
           / S_ATTENUATOR;
           }
           else
           {
           // distance effect
           *vol = (  snd_SfxVolume
           * (  (  S_CLIPPING_DIST - approx_dist )>>FRACBITS ) )
           / S_ATTENUATOR;
           }
          
           return (  *vol > 0 );
          }
          
          
          
          
          //
          // S_getChannel :
          // If none available,   return -1. Otherwise channel #.
          //
          int
     828  S_getChannel
          (   void* origin,  
           sfxinfo_t* sfxinfo  )
          {
           // channel number to use
           int cnum;
          
           channel_t* c;
          
           // Find an open channel
           for (  cnum=0 ; cnum<numChannels ; cnum++ )
           {
           if (  !channels[cnum].sfxinfo )
           break;
           else if (  origin && channels[cnum].origin == origin )
           {
           S_StopChannel(  cnum );
           break;
           }
           }
          
           // None available
           if (  cnum == numChannels )
           {
           // Look for lower priority
           for (  cnum=0 ; cnum<numChannels ; cnum++ )
           if (  channels[cnum].sfxinfo->priority >= sfxinfo->priority ) break;
          
           if (  cnum == numChannels )
           {
           // FUCK! No lower priority. Sorry,   Charlie.
           return -1;
           }
           else
           {
           // Otherwise,   kick out lower priority.
           S_StopChannel(  cnum );
           }
           }
          
           c = &channels[cnum];
          
           // channel is decided to be cnum.
           c->sfxinfo = sfxinfo;
           c->origin = origin;
          
           return cnum;
          }
          
          
          
          

s_sound.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // The not so system specific sound interface.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __S_SOUND__
          #define __S_SOUND__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          
          //
          // Initializes sound stuff,   including volume
          // Sets channels,   SFX and music volume,  
          // allocates channel buffer,   sets S_sfx lookup.
          //
          void
      39  S_Init
          (   int sfxVolume,  
           int musicVolume  );
          
          
          
          
          //
          // Per level startup code.
          // Kills playing sounds at start of level,  
          // determines music if any,   changes music.
          //
      51  void S_Start(  void );
          
          
          //
          // Start sound for thing at <origin>
          // using <sound_id> from sounds.h
          //
          void
      59  S_StartSound
          (   void* origin,  
           int sound_id  );
          
          
          
          // Will start a sound at a given volume.
          void
      67  S_StartSoundAtVolume
          (   void* origin,  
           int sound_id,  
           int volume  );
          
          
          // Stop sound for thing at <origin>
      74  void S_StopSound(  void* origin );
          
          
          // Start music using <music_id> from sounds.h
      78  void S_StartMusic(  int music_id );
          
          // Start music using <music_id> from sounds.h,  
          // and set whether looping
          void
      83  S_ChangeMusic
          (   int music_id,  
           int looping  );
          
          // Stops the music fer sure.
      88  void S_StopMusic(  void );
          
          // Stop and resume music,   during game PAUSE.
      91  void S_PauseSound(  void );
      92  void S_ResumeSound(  void );
          
          
          //
          // Updates music & sounds
          //
      98  void S_UpdateSounds(  void* listener );
          
     100  void S_SetMusicVolume(  int volume );
     101  void S_SetSfxVolume(  int volume );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

sounds.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Created by a sound utility.
          // Kept as a sample,   DOOM2 sounds.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: sounds.c,  v 1.3 1997/01/29 22:40:44 b1 Exp $";
          
          
          #include "doomtype.h"
          #include "sounds.h"
          
          //
          // Information about all the music
          //
          
          musicinfo_t S_music[] =
          {
           { 0 },  
           { "e1m1",   0 },  
           { "e1m2",   0 },  
           { "e1m3",   0 },  
           { "e1m4",   0 },  
           { "e1m5",   0 },  
           { "e1m6",   0 },  
           { "e1m7",   0 },  
           { "e1m8",   0 },  
           { "e1m9",   0 },  
           { "e2m1",   0 },  
           { "e2m2",   0 },  
           { "e2m3",   0 },  
           { "e2m4",   0 },  
           { "e2m5",   0 },  
           { "e2m6",   0 },  
           { "e2m7",   0 },  
           { "e2m8",   0 },  
           { "e2m9",   0 },  
           { "e3m1",   0 },  
           { "e3m2",   0 },  
           { "e3m3",   0 },  
           { "e3m4",   0 },  
           { "e3m5",   0 },  
           { "e3m6",   0 },  
           { "e3m7",   0 },  
           { "e3m8",   0 },  
           { "e3m9",   0 },  
           { "inter",   0 },  
           { "intro",   0 },  
           { "bunny",   0 },  
           { "victor",   0 },  
           { "introa",   0 },  
           { "runnin",   0 },  
           { "stalks",   0 },  
           { "countd",   0 },  
           { "betwee",   0 },  
           { "doom",   0 },  
           { "the_da",   0 },  
           { "shawn",   0 },  
           { "ddtblu",   0 },  
           { "in_cit",   0 },  
           { "dead",   0 },  
           { "stlks2",   0 },  
           { "theda2",   0 },  
           { "doom2",   0 },  
           { "ddtbl2",   0 },  
           { "runni2",   0 },  
           { "dead2",   0 },  
           { "stlks3",   0 },  
           { "romero",   0 },  
           { "shawn2",   0 },  
           { "messag",   0 },  
           { "count2",   0 },  
           { "ddtbl3",   0 },  
           { "ampie",   0 },  
           { "theda3",   0 },  
           { "adrian",   0 },  
           { "messg2",   0 },  
           { "romer2",   0 },  
           { "tense",   0 },  
           { "shawn3",   0 },  
           { "openin",   0 },  
           { "evil",   0 },  
           { "ultima",   0 },  
           { "read_m",   0 },  
           { "dm2ttl",   0 },  
           { "dm2int",   0 }
          };
          
          
          //
          // Information about all the sfx
          //
          
          sfxinfo_t S_sfx[] =
          {
           // S_sfx[0] needs to be a dummy for odd reasons.
           { "none",   false,   0,   0,   -1,   -1,   0 },  
          
           { "pistol",   false,   64,   0,   -1,   -1,   0 },  
           { "shotgn",   false,   64,   0,   -1,   -1,   0 },  
           { "sgcock",   false,   64,   0,   -1,   -1,   0 },  
           { "dshtgn",   false,   64,   0,   -1,   -1,   0 },  
           { "dbopn",   false,   64,   0,   -1,   -1,   0 },  
           { "dbcls",   false,   64,   0,   -1,   -1,   0 },  
           { "dbload",   false,   64,   0,   -1,   -1,   0 },  
           { "plasma",   false,   64,   0,   -1,   -1,   0 },  
           { "bfg",   false,   64,   0,   -1,   -1,   0 },  
           { "sawup",   false,   64,   0,   -1,   -1,   0 },  
           { "sawidl",   false,   118,   0,   -1,   -1,   0 },  
           { "sawful",   false,   64,   0,   -1,   -1,   0 },  
           { "sawhit",   false,   64,   0,   -1,   -1,   0 },  
           { "rlaunc",   false,   64,   0,   -1,   -1,   0 },  
           { "rxplod",   false,   70,   0,   -1,   -1,   0 },  
           { "firsht",   false,   70,   0,   -1,   -1,   0 },  
           { "firxpl",   false,   70,   0,   -1,   -1,   0 },  
           { "pstart",   false,   100,   0,   -1,   -1,   0 },  
           { "pstop",   false,   100,   0,   -1,   -1,   0 },  
           { "doropn",   false,   100,   0,   -1,   -1,   0 },  
           { "dorcls",   false,   100,   0,   -1,   -1,   0 },  
           { "stnmov",   false,   119,   0,   -1,   -1,   0 },  
           { "swtchn",   false,   78,   0,   -1,   -1,   0 },  
           { "swtchx",   false,   78,   0,   -1,   -1,   0 },  
           { "plpain",   false,   96,   0,   -1,   -1,   0 },  
           { "dmpain",   false,   96,   0,   -1,   -1,   0 },  
           { "popain",   false,   96,   0,   -1,   -1,   0 },  
           { "vipain",   false,   96,   0,   -1,   -1,   0 },  
           { "mnpain",   false,   96,   0,   -1,   -1,   0 },  
           { "pepain",   false,   96,   0,   -1,   -1,   0 },  
           { "slop",   false,   78,   0,   -1,   -1,   0 },  
           { "itemup",   true,   78,   0,   -1,   -1,   0 },  
           { "wpnup",   true,   78,   0,   -1,   -1,   0 },  
           { "oof",   false,   96,   0,   -1,   -1,   0 },  
           { "telept",   false,   32,   0,   -1,   -1,   0 },  
           { "posit1",   true,   98,   0,   -1,   -1,   0 },  
           { "posit2",   true,   98,   0,   -1,   -1,   0 },  
           { "posit3",   true,   98,   0,   -1,   -1,   0 },  
           { "bgsit1",   true,   98,   0,   -1,   -1,   0 },  
           { "bgsit2",   true,   98,   0,   -1,   -1,   0 },  
           { "sgtsit",   true,   98,   0,   -1,   -1,   0 },  
           { "cacsit",   true,   98,   0,   -1,   -1,   0 },  
           { "brssit",   true,   94,   0,   -1,   -1,   0 },  
           { "cybsit",   true,   92,   0,   -1,   -1,   0 },  
           { "spisit",   true,   90,   0,   -1,   -1,   0 },  
           { "bspsit",   true,   90,   0,   -1,   -1,   0 },  
           { "kntsit",   true,   90,   0,   -1,   -1,   0 },  
           { "vilsit",   true,   90,   0,   -1,   -1,   0 },  
           { "mansit",   true,   90,   0,   -1,   -1,   0 },  
           { "pesit",   true,   90,   0,   -1,   -1,   0 },  
           { "sklatk",   false,   70,   0,   -1,   -1,   0 },  
           { "sgtatk",   false,   70,   0,   -1,   -1,   0 },  
           { "skepch",   false,   70,   0,   -1,   -1,   0 },  
           { "vilatk",   false,   70,   0,   -1,   -1,   0 },  
           { "claw",   false,   70,   0,   -1,   -1,   0 },  
           { "skeswg",   false,   70,   0,   -1,   -1,   0 },  
           { "pldeth",   false,   32,   0,   -1,   -1,   0 },  
           { "pdiehi",   false,   32,   0,   -1,   -1,   0 },  
           { "podth1",   false,   70,   0,   -1,   -1,   0 },  
           { "podth2",   false,   70,   0,   -1,   -1,   0 },  
           { "podth3",   false,   70,   0,   -1,   -1,   0 },  
           { "bgdth1",   false,   70,   0,   -1,   -1,   0 },  
           { "bgdth2",   false,   70,   0,   -1,   -1,   0 },  
           { "sgtdth",   false,   70,   0,   -1,   -1,   0 },  
           { "cacdth",   false,   70,   0,   -1,   -1,   0 },  
           { "skldth",   false,   70,   0,   -1,   -1,   0 },  
           { "brsdth",   false,   32,   0,   -1,   -1,   0 },  
           { "cybdth",   false,   32,   0,   -1,   -1,   0 },  
           { "spidth",   false,   32,   0,   -1,   -1,   0 },  
           { "bspdth",   false,   32,   0,   -1,   -1,   0 },  
           { "vildth",   false,   32,   0,   -1,   -1,   0 },  
           { "kntdth",   false,   32,   0,   -1,   -1,   0 },  
           { "pedth",   false,   32,   0,   -1,   -1,   0 },  
           { "skedth",   false,   32,   0,   -1,   -1,   0 },  
           { "posact",   true,   120,   0,   -1,   -1,   0 },  
           { "bgact",   true,   120,   0,   -1,   -1,   0 },  
           { "dmact",   true,   120,   0,   -1,   -1,   0 },  
           { "bspact",   true,   100,   0,   -1,   -1,   0 },  
           { "bspwlk",   true,   100,   0,   -1,   -1,   0 },  
           { "vilact",   true,   100,   0,   -1,   -1,   0 },  
           { "noway",   false,   78,   0,   -1,   -1,   0 },  
           { "barexp",   false,   60,   0,   -1,   -1,   0 },  
           { "punch",   false,   64,   0,   -1,   -1,   0 },  
           { "hoof",   false,   70,   0,   -1,   -1,   0 },  
           { "metal",   false,   70,   0,   -1,   -1,   0 },  
           { "chgun",   false,   64,   &S_sfx[sfx_pistol],   150,   0,   0 },  
           { "tink",   false,   60,   0,   -1,   -1,   0 },  
           { "bdopn",   false,   100,   0,   -1,   -1,   0 },  
           { "bdcls",   false,   100,   0,   -1,   -1,   0 },  
           { "itmbk",   false,   100,   0,   -1,   -1,   0 },  
           { "flame",   false,   32,   0,   -1,   -1,   0 },  
           { "flamst",   false,   32,   0,   -1,   -1,   0 },  
           { "getpow",   false,   60,   0,   -1,   -1,   0 },  
           { "bospit",   false,   70,   0,   -1,   -1,   0 },  
           { "boscub",   false,   70,   0,   -1,   -1,   0 },  
           { "bossit",   false,   70,   0,   -1,   -1,   0 },  
           { "bospn",   false,   70,   0,   -1,   -1,   0 },  
           { "bosdth",   false,   70,   0,   -1,   -1,   0 },  
           { "manatk",   false,   70,   0,   -1,   -1,   0 },  
           { "mandth",   false,   70,   0,   -1,   -1,   0 },  
           { "sssit",   false,   70,   0,   -1,   -1,   0 },  
           { "ssdth",   false,   70,   0,   -1,   -1,   0 },  
           { "keenpn",   false,   70,   0,   -1,   -1,   0 },  
           { "keendt",   false,   70,   0,   -1,   -1,   0 },  
           { "skeact",   false,   70,   0,   -1,   -1,   0 },  
           { "skesit",   false,   70,   0,   -1,   -1,   0 },  
           { "skeatk",   false,   70,   0,   -1,   -1,   0 },  
           { "radio",   false,   60,   0,   -1,   -1,   0 }
          };
          

sounds.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Created by the sound utility written by Dave Taylor.
          // Kept as a sample,   DOOM2 sounds. Frozen.
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __SOUNDS__
          #define __SOUNDS__
          
          
          //
          // SoundFX struct.
          //
          typedef struct sfxinfo_struct sfxinfo_t;
          
          struct sfxinfo_struct
          {
           // up to 6-character name
           char* name;
          
           // Sfx singularity (  only one at a time )
           int singularity;
          
           // Sfx priority
           int priority;
          
           // referenced sound if a link
           sfxinfo_t* link;
          
           // pitch if a link
           int pitch;
          
           // volume if a link
           int volume;
          
           // sound data
           void* data;
          
           // this is checked every second to see if sound
           // can be thrown out (  if 0,   then decrement,   if -1,  
           // then throw out,   if > 0,   then it is in use )
           int usefulness;
          
           // lump number of sfx
           int lumpnum;
          };
          
          
          
          
          //
          // MusicInfo struct.
          //
          typedef struct
          {
           // up to 6-character name
           char* name;
          
           // lump number of music
           int lumpnum;
          
           // music data
           void* data;
          
           // music handle once registered
           int handle;
          
          } musicinfo_t;
          
          
          
          
          // the complete set of sound effects
          extern sfxinfo_t S_sfx[];
          
          // the complete set of music
          extern musicinfo_t S_music[];
          
          //
          // Identifiers for all music in game.
          //
          
          typedef enum
          {
           mus_None,  
           mus_e1m1,  
           mus_e1m2,  
           mus_e1m3,  
           mus_e1m4,  
           mus_e1m5,  
           mus_e1m6,  
           mus_e1m7,  
           mus_e1m8,  
           mus_e1m9,  
           mus_e2m1,  
           mus_e2m2,  
           mus_e2m3,  
           mus_e2m4,  
           mus_e2m5,  
           mus_e2m6,  
           mus_e2m7,  
           mus_e2m8,  
           mus_e2m9,  
           mus_e3m1,  
           mus_e3m2,  
           mus_e3m3,  
           mus_e3m4,  
           mus_e3m5,  
           mus_e3m6,  
           mus_e3m7,  
           mus_e3m8,  
           mus_e3m9,  
           mus_inter,  
           mus_intro,  
           mus_bunny,  
           mus_victor,  
           mus_introa,  
           mus_runnin,  
           mus_stalks,  
           mus_countd,  
           mus_betwee,  
           mus_doom,  
           mus_the_da,  
           mus_shawn,  
           mus_ddtblu,  
           mus_in_cit,  
           mus_dead,  
           mus_stlks2,  
           mus_theda2,  
           mus_doom2,  
           mus_ddtbl2,  
           mus_runni2,  
           mus_dead2,  
           mus_stlks3,  
           mus_romero,  
           mus_shawn2,  
           mus_messag,  
           mus_count2,  
           mus_ddtbl3,  
           mus_ampie,  
           mus_theda3,  
           mus_adrian,  
           mus_messg2,  
           mus_romer2,  
           mus_tense,  
           mus_shawn3,  
           mus_openin,  
           mus_evil,  
           mus_ultima,  
           mus_read_m,  
           mus_dm2ttl,  
           mus_dm2int,  
           NUMMUSIC
          } musicenum_t;
          
          
          //
          // Identifiers for all sfx in game.
          //
          
          typedef enum
          {
           sfx_None,  
           sfx_pistol,  
           sfx_shotgn,  
           sfx_sgcock,  
           sfx_dshtgn,  
           sfx_dbopn,  
           sfx_dbcls,  
           sfx_dbload,  
           sfx_plasma,  
           sfx_bfg,  
           sfx_sawup,  
           sfx_sawidl,  
           sfx_sawful,  
           sfx_sawhit,  
           sfx_rlaunc,  
           sfx_rxplod,  
           sfx_firsht,  
           sfx_firxpl,  
           sfx_pstart,  
           sfx_pstop,  
           sfx_doropn,  
           sfx_dorcls,  
           sfx_stnmov,  
           sfx_swtchn,  
           sfx_swtchx,  
           sfx_plpain,  
           sfx_dmpain,  
           sfx_popain,  
           sfx_vipain,  
           sfx_mnpain,  
           sfx_pepain,  
           sfx_slop,  
           sfx_itemup,  
           sfx_wpnup,  
           sfx_oof,  
           sfx_telept,  
           sfx_posit1,  
           sfx_posit2,  
           sfx_posit3,  
           sfx_bgsit1,  
           sfx_bgsit2,  
           sfx_sgtsit,  
           sfx_cacsit,  
           sfx_brssit,  
           sfx_cybsit,  
           sfx_spisit,  
           sfx_bspsit,  
           sfx_kntsit,  
           sfx_vilsit,  
           sfx_mansit,  
           sfx_pesit,  
           sfx_sklatk,  
           sfx_sgtatk,  
           sfx_skepch,  
           sfx_vilatk,  
           sfx_claw,  
           sfx_skeswg,  
           sfx_pldeth,  
           sfx_pdiehi,  
           sfx_podth1,  
           sfx_podth2,  
           sfx_podth3,  
           sfx_bgdth1,  
           sfx_bgdth2,  
           sfx_sgtdth,  
           sfx_cacdth,  
           sfx_skldth,  
           sfx_brsdth,  
           sfx_cybdth,  
           sfx_spidth,  
           sfx_bspdth,  
           sfx_vildth,  
           sfx_kntdth,  
           sfx_pedth,  
           sfx_skedth,  
           sfx_posact,  
           sfx_bgact,  
           sfx_dmact,  
           sfx_bspact,  
           sfx_bspwlk,  
           sfx_vilact,  
           sfx_noway,  
           sfx_barexp,  
           sfx_punch,  
           sfx_hoof,  
           sfx_metal,  
           sfx_chgun,  
           sfx_tink,  
           sfx_bdopn,  
           sfx_bdcls,  
           sfx_itmbk,  
           sfx_flame,  
           sfx_flamst,  
           sfx_getpow,  
           sfx_bospit,  
           sfx_boscub,  
           sfx_bossit,  
           sfx_bospn,  
           sfx_bosdth,  
           sfx_manatk,  
           sfx_mandth,  
           sfx_sssit,  
           sfx_ssdth,  
           sfx_keenpn,  
           sfx_keendt,  
           sfx_skeact,  
           sfx_skesit,  
           sfx_skeatk,  
           sfx_radio,  
           NUMSFX
          } sfxenum_t;
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------
          

st_lib.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // The status bar widget code.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: st_lib.c,  v 1.4 1997/02/03 16:47:56 b1 Exp $";
          
          #include <ctype.h>
          
          #include "doomdef.h"
          
          #include "z_zone.h"
          #include "v_video.h"
          
          #include "m_swap.h"
          
          #include "i_system.h"
          
          #include "w_wad.h"
          
          #include "st_stuff.h"
          #include "st_lib.h"
          #include "r_local.h"
          
          
          // in AM_map.c
          extern boolean automapactive;
          
          
          
          
          //
          // Hack display negative frags.
          // Loads and store the stminus lump.
          //
          patch_t* sttminus;
          
      58  void STlib_init(  void )
          {
           sttminus = (  patch_t * ) W_CacheLumpName(  "STTMINUS",   PU_STATIC );
          }
          
          
          // ?
          void
      66  STlib_initNum
          (   st_number_t* n,  
           int x,  
           int y,  
           patch_t** pl,  
           int* num,  
           boolean* on,  
           int width  )
          {
           n->x = x;
           n->y = y;
           n->oldnum = 0;
           n->width = width;
           n->num = num;
           n->on = on;
           n->p = pl;
          }
          
          
          //
          // A fairly efficient way to draw a number
          // based on differences from the old number.
          // Note: worth the trouble?
          //
          void
      91  STlib_drawNum
          (   st_number_t* n,  
           boolean refresh  )
          {
          
           int numdigits = n->width;
           int num = *n->num;
          
           int w = SHORT(  n->p[0]->width );
           int h = SHORT(  n->p[0]->height );
           int x = n->x;
          
           int neg;
          
           n->oldnum = *n->num;
          
           neg = num < 0;
          
           if (  neg )
           {
           if (  numdigits == 2 && num < -9 )
           num = -9;
           else if (  numdigits == 3 && num < -99 )
           num = -99;
          
           num = -num;
           }
          
           // clear the area
           x = n->x - numdigits*w;
          
           if (  n->y - ST_Y < 0 )
           I_Error(  "drawNum: n->y - ST_Y < 0" );
          
           V_CopyRect(  x,   n->y - ST_Y,   BG,   w*numdigits,   h,   x,   n->y,   FG );
          
           // if non-number,   do not draw it
           if (  num == 1994 )
           return;
          
           x = n->x;
          
           // in the special case of 0,   you draw 0
           if (  !num )
           V_DrawPatch(  x - w,   n->y,   FG,   n->p[ 0 ] );
          
           // draw the new number
           while (  num && numdigits-- )
           {
           x -= w;
           V_DrawPatch(  x,   n->y,   FG,   n->p[ num % 10 ] );
           num /= 10;
           }
          
           // draw a minus sign if necessary
           if (  neg )
           V_DrawPatch(  x - 8,   n->y,   FG,   sttminus );
          }
          
          
          //
          void
     153  STlib_updateNum
          (   st_number_t* n,  
           boolean refresh  )
          {
           if (  *n->on ) STlib_drawNum(  n,   refresh );
          }
          
          
          //
          void
     163  STlib_initPercent
          (   st_percent_t* p,  
           int x,  
           int y,  
           patch_t** pl,  
           int* num,  
           boolean* on,  
           patch_t* percent  )
          {
           STlib_initNum(  &p->n,   x,   y,   pl,   num,   on,   3 );
           p->p = percent;
          }
          
          
          
          
          void
     180  STlib_updatePercent
          (   st_percent_t* per,  
           int refresh  )
          {
           if (  refresh && *per->n.on )
           V_DrawPatch(  per->n.x,   per->n.y,   FG,   per->p );
          
           STlib_updateNum(  &per->n,   refresh );
          }
          
          
          
          void
     193  STlib_initMultIcon
          (   st_multicon_t* i,  
           int x,  
           int y,  
           patch_t** il,  
           int* inum,  
           boolean* on  )
          {
           i->x = x;
           i->y = y;
           i->oldinum = -1;
           i->inum = inum;
           i->on = on;
           i->p = il;
          }
          
          
          
          void
     212  STlib_updateMultIcon
          (   st_multicon_t* mi,  
           boolean refresh  )
          {
           int w;
           int h;
           int x;
           int y;
          
           if (  *mi->on
           && (  mi->oldinum != *mi->inum || refresh )
           && (  *mi->inum!=-1 ) )
           {
           if (  mi->oldinum != -1 )
           {
           x = mi->x - SHORT(  mi->p[mi->oldinum]->leftoffset );
           y = mi->y - SHORT(  mi->p[mi->oldinum]->topoffset );
           w = SHORT(  mi->p[mi->oldinum]->width );
           h = SHORT(  mi->p[mi->oldinum]->height );
          
           if (  y - ST_Y < 0 )
           I_Error(  "updateMultIcon: y - ST_Y < 0" );
          
           V_CopyRect(  x,   y-ST_Y,   BG,   w,   h,   x,   y,   FG );
           }
           V_DrawPatch(  mi->x,   mi->y,   FG,   mi->p[*mi->inum] );
           mi->oldinum = *mi->inum;
           }
          }
          
          
          
          void
     245  STlib_initBinIcon
          (   st_binicon_t* b,  
           int x,  
           int y,  
           patch_t* i,  
           boolean* val,  
           boolean* on  )
          {
           b->x = x;
           b->y = y;
           b->oldval = 0;
           b->val = val;
           b->on = on;
           b->p = i;
          }
          
          
          
          void
     264  STlib_updateBinIcon
          (   st_binicon_t* bi,  
           boolean refresh  )
          {
           int x;
           int y;
           int w;
           int h;
          
           if (  *bi->on
           && (  bi->oldval != *bi->val || refresh ) )
           {
           x = bi->x - SHORT(  bi->p->leftoffset );
           y = bi->y - SHORT(  bi->p->topoffset );
           w = SHORT(  bi->p->width );
           h = SHORT(  bi->p->height );
          
           if (  y - ST_Y < 0 )
           I_Error(  "updateBinIcon: y - ST_Y < 0" );
          
           if (  *bi->val )
           V_DrawPatch(  bi->x,   bi->y,   FG,   bi->p );
           else
           V_CopyRect(  x,   y-ST_Y,   BG,   w,   h,   x,   y,   FG );
          
           bi->oldval = *bi->val;
           }
          
          }
          

st_lib.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // The status bar widget code.
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __STLIB__
          #define __STLIB__
          
          
          // We are referring to patches.
          #include "r_defs.h"
          
          
          //
          // Background and foreground screen numbers
          //
          #define BG 4
          #define FG 0
          
          
          
          //
          // Typedefs of widgets
          //
          
          // Number widget
          
          typedef struct
          {
           // upper right-hand corner
           // of the number (  right-justified )
           int x;
           int y;
          
           // max # of digits in number
           int width;
          
           // last number value
           int oldnum;
          
           // pointer to current value
           int* num;
          
           // pointer to boolean stating
           // whether to update number
           boolean* on;
          
           // list of patches for 0-9
           patch_t** p;
          
           // user data
           int data;
          
          } st_number_t;
          
          
          
          // Percent widget (  "child" of number widget,  
          // or,   more precisely,   contains a number widget. )
          typedef struct
          {
           // number information
           st_number_t n;
          
           // percent sign graphic
           patch_t* p;
          
          } st_percent_t;
          
          
          
          // Multiple Icon widget
          typedef struct
          {
           // center-justified location of icons
           int x;
           int y;
          
           // last icon number
           int oldinum;
          
           // pointer to current icon
           int* inum;
          
           // pointer to boolean stating
           // whether to update icon
           boolean* on;
          
           // list of icons
           patch_t** p;
          
           // user data
           int data;
          
          } st_multicon_t;
          
          
          
          
          // Binary Icon widget
          
          typedef struct
          {
           // center-justified location of icon
           int x;
           int y;
          
           // last icon value
           int oldval;
          
           // pointer to current icon status
           boolean* val;
          
           // pointer to boolean
           // stating whether to update icon
           boolean* on;
          
          
           patch_t* p; // icon
           int data; // user data
          
          } st_binicon_t;
          
          
          
          //
          // Widget creation,   access,   and update routines
          //
          
          // Initializes widget library.
          // More precisely,   initialize STMINUS,  
          // everything else is done somewhere else.
          //
     150  void STlib_init(  void );
          
          
          
          // Number widget routines
          void
     156  STlib_initNum
          (   st_number_t* n,  
           int x,  
           int y,  
           patch_t** pl,  
           int* num,  
           boolean* on,  
           int width  );
          
          void
     166  STlib_updateNum
          (   st_number_t* n,  
           boolean refresh  );
          
          
          // Percent widget routines
          void
     173  STlib_initPercent
          (   st_percent_t* p,  
           int x,  
           int y,  
           patch_t** pl,  
           int* num,  
           boolean* on,  
           patch_t* percent  );
          
          
          void
     184  STlib_updatePercent
          (   st_percent_t* per,  
           int refresh  );
          
          
          // Multiple Icon widget routines
          void
     191  STlib_initMultIcon
          (   st_multicon_t* mi,  
           int x,  
           int y,  
           patch_t** il,  
           int* inum,  
           boolean* on  );
          
          
          void
     201  STlib_updateMultIcon
          (   st_multicon_t* mi,  
           boolean refresh  );
          
          // Binary Icon widget routines
          
          void
     208  STlib_initBinIcon
          (   st_binicon_t* b,  
           int x,  
           int y,  
           patch_t* i,  
           boolean* val,  
           boolean* on  );
          
          void
     217  STlib_updateBinIcon
          (   st_binicon_t* bi,  
           boolean refresh  );
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

st_stuff.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Status bar code.
          // Does the face/direction indicator animatin.
          // Does palette indicators as well (  red pain/berserk,   bright pickup )
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: st_stuff.c,  v 1.6 1997/02/03 22:45:13 b1 Exp $";
          
          
          #include <stdio.h>
          
          #include "i_system.h"
          #include "i_video.h"
          #include "z_zone.h"
          #include "m_random.h"
          #include "w_wad.h"
          
          #include "doomdef.h"
          
          #include "g_game.h"
          
          #include "st_stuff.h"
          #include "st_lib.h"
          #include "r_local.h"
          
          #include "p_local.h"
          #include "p_inter.h"
          
          #include "am_map.h"
          #include "m_cheat.h"
          
          #include "s_sound.h"
          
          // Needs access to LFB.
          #include "v_video.h"
          
          // State.
          #include "doomstat.h"
          
          // Data.
          #include "dstrings.h"
          #include "sounds.h"
          
          //
          // STATUS BAR DATA
          //
          
          
          // Palette indices.
          // For damage/bonus red-/gold-shifts
          #define STARTREDPALS 1
          #define STARTBONUSPALS 9
          #define NUMREDPALS 8
          #define NUMBONUSPALS 4
          // Radiation suit,   green shift.
          #define RADIATIONPAL 13
          
          // N/256*100% probability
          // that the normal face state will change
          #define ST_FACEPROBABILITY 96
          
          // For Responder
          #define ST_TOGGLECHAT KEY_ENTER
          
          // Location of status bar
          #define ST_X 0
          #define ST_X2 104
          
          #define ST_FX 143
          #define ST_FY 169
          
          // Should be set to patch width
          // for tall numbers later on
          #define ST_TALLNUMWIDTH (  tallnum[0]->width )
          
          // Number of status faces.
          #define ST_NUMPAINFACES 5
          #define ST_NUMSTRAIGHTFACES 3
          #define ST_NUMTURNFACES 2
          #define ST_NUMSPECIALFACES 3
          
          #define ST_FACESTRIDE \
           (  ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES )
          
          #define ST_NUMEXTRAFACES 2
          
          #define ST_NUMFACES \
           (  ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES )
          
          #define ST_TURNOFFSET (  ST_NUMSTRAIGHTFACES )
          #define ST_OUCHOFFSET (  ST_TURNOFFSET + ST_NUMTURNFACES )
          #define ST_EVILGRINOFFSET (  ST_OUCHOFFSET + 1 )
          #define ST_RAMPAGEOFFSET (  ST_EVILGRINOFFSET + 1 )
          #define ST_GODFACE (  ST_NUMPAINFACES*ST_FACESTRIDE )
          #define ST_DEADFACE (  ST_GODFACE+1 )
          
          #define ST_FACESX 143
          #define ST_FACESY 168
          
          #define ST_EVILGRINCOUNT (  2*TICRATE )
          #define ST_STRAIGHTFACECOUNT (  TICRATE/2 )
          #define ST_TURNCOUNT (  1*TICRATE )
          #define ST_OUCHCOUNT (  1*TICRATE )
          #define ST_RAMPAGEDELAY (  2*TICRATE )
          
          #define ST_MUCHPAIN 20
          
          
          // Location and size of statistics,  
          // justified according to widget type.
          // Problem is,   within which space? STbar? Screen?
          // Note: this could be read in by a lump.
          // Problem is,   is the stuff rendered
          // into a buffer,  
          // or into the frame buffer?
          
          // AMMO number pos.
          #define ST_AMMOWIDTH 3
          #define ST_AMMOX 44
          #define ST_AMMOY 171
          
          // HEALTH number pos.
          #define ST_HEALTHWIDTH 3
          #define ST_HEALTHX 90
          #define ST_HEALTHY 171
          
          // Weapon pos.
          #define ST_ARMSX 111
          #define ST_ARMSY 172
          #define ST_ARMSBGX 104
          #define ST_ARMSBGY 168
          #define ST_ARMSXSPACE 12
          #define ST_ARMSYSPACE 10
          
          // Frags pos.
          #define ST_FRAGSX 138
          #define ST_FRAGSY 171
          #define ST_FRAGSWIDTH 2
          
          // ARMOR number pos.
          #define ST_ARMORWIDTH 3
          #define ST_ARMORX 221
          #define ST_ARMORY 171
          
          // Key icon positions.
          #define ST_KEY0WIDTH 8
          #define ST_KEY0HEIGHT 5
          #define ST_KEY0X 239
          #define ST_KEY0Y 171
          #define ST_KEY1WIDTH ST_KEY0WIDTH
          #define ST_KEY1X 239
          #define ST_KEY1Y 181
          #define ST_KEY2WIDTH ST_KEY0WIDTH
          #define ST_KEY2X 239
          #define ST_KEY2Y 191
          
          // Ammunition counter.
          #define ST_AMMO0WIDTH 3
          #define ST_AMMO0HEIGHT 6
          #define ST_AMMO0X 288
          #define ST_AMMO0Y 173
          #define ST_AMMO1WIDTH ST_AMMO0WIDTH
          #define ST_AMMO1X 288
          #define ST_AMMO1Y 179
          #define ST_AMMO2WIDTH ST_AMMO0WIDTH
          #define ST_AMMO2X 288
          #define ST_AMMO2Y 191
          #define ST_AMMO3WIDTH ST_AMMO0WIDTH
          #define ST_AMMO3X 288
          #define ST_AMMO3Y 185
          
          // Indicate maximum ammunition.
          // Only needed because backpack exists.
          #define ST_MAXAMMO0WIDTH 3
          #define ST_MAXAMMO0HEIGHT 5
          #define ST_MAXAMMO0X 314
          #define ST_MAXAMMO0Y 173
          #define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH
          #define ST_MAXAMMO1X 314
          #define ST_MAXAMMO1Y 179
          #define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH
          #define ST_MAXAMMO2X 314
          #define ST_MAXAMMO2Y 191
          #define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH
          #define ST_MAXAMMO3X 314
          #define ST_MAXAMMO3Y 185
          
          // pistol
          #define ST_WEAPON0X 110
          #define ST_WEAPON0Y 172
          
          // shotgun
          #define ST_WEAPON1X 122
          #define ST_WEAPON1Y 172
          
          // chain gun
          #define ST_WEAPON2X 134
          #define ST_WEAPON2Y 172
          
          // missile launcher
          #define ST_WEAPON3X 110
          #define ST_WEAPON3Y 181
          
          // plasma gun
          #define ST_WEAPON4X 122
          #define ST_WEAPON4Y 181
          
           // bfg
          #define ST_WEAPON5X 134
          #define ST_WEAPON5Y 181
          
          // WPNS title
          #define ST_WPNSX 109
          #define ST_WPNSY 191
          
           // DETH title
          #define ST_DETHX 109
          #define ST_DETHY 191
          
          //Incoming messages window location
          //UNUSED
          // #define ST_MSGTEXTX (  viewwindowx )
          // #define ST_MSGTEXTY (  viewwindowy+viewheight-18 )
          #define ST_MSGTEXTX 0
          #define ST_MSGTEXTY 0
          // Dimensions given in characters.
          #define ST_MSGWIDTH 52
          // Or shall I say,   in lines?
          #define ST_MSGHEIGHT 1
          
          #define ST_OUTTEXTX 0
          #define ST_OUTTEXTY 6
          
          // Width,   in characters again.
          #define ST_OUTWIDTH 52
           // Height,   in lines.
          #define ST_OUTHEIGHT 1
          
          #define ST_MAPWIDTH \
           (  strlen(  mapnames[(  gameepisode-1 )*9+(  gamemap-1 )] ) )
          
          #define ST_MAPTITLEX \
           (  SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH )
          
          #define ST_MAPTITLEY 0
          #define ST_MAPHEIGHT 1
          
          
          // main player in game
          static player_t* plyr;
          
          // ST_Start(   ) has just been called
          static boolean st_firsttime;
          
          // used to execute ST_Init(   ) only once
          static int veryfirsttime = 1;
          
          // lump number for PLAYPAL
          static int lu_palette;
          
          // used for timing
          static unsigned int st_clock;
          
          // used for making messages go away
          static int st_msgcounter=0;
          
          // used when in chat
          static st_chatstateenum_t st_chatstate;
          
          // whether in automap or first-person
          static st_stateenum_t st_gamestate;
          
          // whether left-side main status bar is active
          static boolean st_statusbaron;
          
          // whether status bar chat is active
          static boolean st_chat;
          
          // value of st_chat before message popped up
          static boolean st_oldchat;
          
          // whether chat window has the cursor on
          static boolean st_cursoron;
          
          // !deathmatch
          static boolean st_notdeathmatch;
          
          // !deathmatch && st_statusbaron
          static boolean st_armson;
          
          // !deathmatch
          static boolean st_fragson;
          
          // main bar left
          static patch_t* sbar;
          
          // 0-9,   tall numbers
          static patch_t* tallnum[10];
          
          // tall % sign
          static patch_t* tallpercent;
          
          // 0-9,   short,   yellow (  ,  different! ) numbers
          static patch_t* shortnum[10];
          
          // 3 key-cards,   3 skulls
          static patch_t* keys[NUMCARDS];
          
          // face status patches
          static patch_t* faces[ST_NUMFACES];
          
          // face background
          static patch_t* faceback;
          
           // main bar right
          static patch_t* armsbg;
          
          // weapon ownership patches
          static patch_t* arms[6][2];
          
          // ready-weapon widget
          static st_number_t w_ready;
          
           // in deathmatch only,   summary of frags stats
          static st_number_t w_frags;
          
          // health widget
          static st_percent_t w_health;
          
          // arms background
          static st_binicon_t w_armsbg;
          
          
          // weapon ownership widgets
          static st_multicon_t w_arms[6];
          
          // face status widget
          static st_multicon_t w_faces;
          
          // keycard widgets
          static st_multicon_t w_keyboxes[3];
          
          // armor widget
          static st_percent_t w_armor;
          
          // ammo widgets
          static st_number_t w_ammo[4];
          
          // max ammo widgets
          static st_number_t w_maxammo[4];
          
          
          
           // number of frags so far in deathmatch
          static int st_fragscount;
          
          // used to use appopriately pained face
          static int st_oldhealth = -1;
          
          // used for evil grin
          static boolean oldweaponsowned[NUMWEAPONS];
          
           // count until face changes
          static int st_facecount = 0;
          
          // current face index,   used by w_faces
          static int st_faceindex = 0;
          
          // holds key-type for each key box on bar
          static int keyboxes[3];
          
          // a random number per tick
          static int st_randomnumber;
          
          
          
          // Massive bunches of cheat shit
          // to keep it from being easy to figure them out.
          // Yeah,   right...
          unsigned char cheat_mus_seq[] =
          {
           0xb2,   0x26,   0xb6,   0xae,   0xea,   1,   0,   0,   0xff
          };
          
          unsigned char cheat_choppers_seq[] =
          {
           0xb2,   0x26,   0xe2,   0x32,   0xf6,   0x2a,   0x2a,   0xa6,   0x6a,   0xea,   0xff // id...
          };
          
          unsigned char cheat_god_seq[] =
          {
           0xb2,   0x26,   0x26,   0xaa,   0x26,   0xff // iddqd
          };
          
          unsigned char cheat_ammo_seq[] =
          {
           0xb2,   0x26,   0xf2,   0x66,   0xa2,   0xff // idkfa
          };
          
          unsigned char cheat_ammonokey_seq[] =
          {
           0xb2,   0x26,   0x66,   0xa2,   0xff // idfa
          };
          
          
          // Smashing Pumpkins Into Samml Piles Of Putried Debris.
          unsigned char cheat_noclip_seq[] =
          {
           0xb2,   0x26,   0xea,   0x2a,   0xb2,   // idspispopd
           0xea,   0x2a,   0xf6,   0x2a,   0x26,   0xff
          };
          
          //
          unsigned char cheat_commercial_noclip_seq[] =
          {
           0xb2,   0x26,   0xe2,   0x36,   0xb2,   0x2a,   0xff // idclip
          };
          
          
          
          unsigned char cheat_powerup_seq[7][10] =
          {
           { 0xb2,   0x26,   0x62,   0xa6,   0x32,   0xf6,   0x36,   0x26,   0x6e,   0xff },   // beholdv
           { 0xb2,   0x26,   0x62,   0xa6,   0x32,   0xf6,   0x36,   0x26,   0xea,   0xff },   // beholds
           { 0xb2,   0x26,   0x62,   0xa6,   0x32,   0xf6,   0x36,   0x26,   0xb2,   0xff },   // beholdi
           { 0xb2,   0x26,   0x62,   0xa6,   0x32,   0xf6,   0x36,   0x26,   0x6a,   0xff },   // beholdr
           { 0xb2,   0x26,   0x62,   0xa6,   0x32,   0xf6,   0x36,   0x26,   0xa2,   0xff },   // beholda
           { 0xb2,   0x26,   0x62,   0xa6,   0x32,   0xf6,   0x36,   0x26,   0x36,   0xff },   // beholdl
           { 0xb2,   0x26,   0x62,   0xa6,   0x32,   0xf6,   0x36,   0x26,   0xff } // behold
          };
          
          
          unsigned char cheat_clev_seq[] =
          {
           0xb2,   0x26,   0xe2,   0x36,   0xa6,   0x6e,   1,   0,   0,   0xff // idclev
          };
          
          
          // my position cheat
          unsigned char cheat_mypos_seq[] =
          {
           0xb2,   0x26,   0xb6,   0xba,   0x2a,   0xf6,   0xea,   0xff // idmypos
          };
          
          
          // Now what?
          cheatseq_t cheat_mus = { cheat_mus_seq,   0 };
          cheatseq_t cheat_god = { cheat_god_seq,   0 };
          cheatseq_t cheat_ammo = { cheat_ammo_seq,   0 };
          cheatseq_t cheat_ammonokey = { cheat_ammonokey_seq,   0 };
          cheatseq_t cheat_noclip = { cheat_noclip_seq,   0 };
          cheatseq_t cheat_commercial_noclip = { cheat_commercial_noclip_seq,   0 };
          
          cheatseq_t cheat_powerup[7] =
          {
           { cheat_powerup_seq[0],   0 },  
           { cheat_powerup_seq[1],   0 },  
           { cheat_powerup_seq[2],   0 },  
           { cheat_powerup_seq[3],   0 },  
           { cheat_powerup_seq[4],   0 },  
           { cheat_powerup_seq[5],   0 },  
           { cheat_powerup_seq[6],   0 }
          };
          
          cheatseq_t cheat_choppers = { cheat_choppers_seq,   0 };
          cheatseq_t cheat_clev = { cheat_clev_seq,   0 };
          cheatseq_t cheat_mypos = { cheat_mypos_seq,   0 };
          
          
          //
          extern char* mapnames[];
          
     493  
          //
     495  // STATUS BAR CODE
          //
          void ST_Stop(  void );
          
          void ST_refreshBackground(  void )
          {
          
           if (  st_statusbaron )
           {
           V_DrawPatch(  ST_X,   0,   BG,   sbar );
          
           if (  netgame )
           V_DrawPatch(  ST_FX,   0,   BG,   faceback );
          
           V_CopyRect(  ST_X,   0,   BG,   ST_WIDTH,   ST_HEIGHT,   ST_X,   ST_Y,   FG );
           }
          
          }
          
     514  
          // Respond to keyboard input events,  
          // intercept cheats.
          boolean
          ST_Responder (  event_t* ev )
          {
           int i;
          
           // Filter automap on/off.
           if (  ev->type == ev_keyup
           && (  (  ev->data1 & 0xffff0000 ) == AM_MSGHEADER ) )
           {
           switch(  ev->data1 )
           {
           case AM_MSGENTERED:
           st_gamestate = AutomapState;
           st_firsttime = true;
           break;
          
           case AM_MSGEXITED:
           // fprintf(  stderr,   "AM exited\n" );
           st_gamestate = FirstPersonState;
           break;
           }
           }
          
           // if a user keypress...
           else if (  ev->type == ev_keydown )
           {
           if (  !netgame )
           {
           // b. - enabled for more debug fun.
           // if (  gameskill != sk_nightmare ) {
          
           // 'dqd' cheat for toggleable god mode
           if (  cht_CheckCheat(  &cheat_god,   ev->data1 ) )
           {
           plyr->cheats ^= CF_GODMODE;
           if (  plyr->cheats & CF_GODMODE )
           {
           if (  plyr->mo )
           plyr->mo->health = 100;
          
           plyr->health = 100;
           plyr->message = STSTR_DQDON;
           }
           else
           plyr->message = STSTR_DQDOFF;
           }
           // 'fa' cheat for killer fucking arsenal
           else if (  cht_CheckCheat(  &cheat_ammonokey,   ev->data1 ) )
           {
           plyr->armorpoints = 200;
           plyr->armortype = 2;
          
           for (  i=0;i<NUMWEAPONS;i++ )
           plyr->weaponowned[i] = true;
          
           for (  i=0;i<NUMAMMO;i++ )
           plyr->ammo[i] = plyr->maxammo[i];
          
           plyr->message = STSTR_FAADDED;
           }
           // 'kfa' cheat for key full ammo
           else if (  cht_CheckCheat(  &cheat_ammo,   ev->data1 ) )
           {
           plyr->armorpoints = 200;
           plyr->armortype = 2;
          
           for (  i=0;i<NUMWEAPONS;i++ )
           plyr->weaponowned[i] = true;
          
           for (  i=0;i<NUMAMMO;i++ )
           plyr->ammo[i] = plyr->maxammo[i];
          
           for (  i=0;i<NUMCARDS;i++ )
           plyr->cards[i] = true;
          
           plyr->message = STSTR_KFAADDED;
           }
           // 'mus' cheat for changing music
           else if (  cht_CheckCheat(  &cheat_mus,   ev->data1 ) )
           {
          
           char buf[3];
           int musnum;
          
           plyr->message = STSTR_MUS;
           cht_GetParam(  &cheat_mus,   buf );
          
           if (  gamemode == commercial )
           {
           musnum = mus_runnin + (  buf[0]-'0' )*10 + buf[1]-'0' - 1;
          
           if (  (  (  buf[0]-'0' )*10 + buf[1]-'0' ) > 35 )
           plyr->message = STSTR_NOMUS;
           else
           S_ChangeMusic(  musnum,   1 );
           }
           else
           {
           musnum = mus_e1m1 + (  buf[0]-'1' )*9 + (  buf[1]-'1' );
          
           if (  (  (  buf[0]-'1' )*9 + buf[1]-'1' ) > 31 )
           plyr->message = STSTR_NOMUS;
           else
           S_ChangeMusic(  musnum,   1 );
           }
           }
           // Simplified,   accepting both "noclip" and "idspispopd".
           // no clipping mode cheat
           else if (   cht_CheckCheat(  &cheat_noclip,   ev->data1 )
           || cht_CheckCheat(  &cheat_commercial_noclip,  ev->data1 )  )
           {
           plyr->cheats ^= CF_NOCLIP;
          
           if (  plyr->cheats & CF_NOCLIP )
           plyr->message = STSTR_NCON;
           else
           plyr->message = STSTR_NCOFF;
           }
           // 'behold?' power-up cheats
           for (  i=0;i<6;i++ )
           {
           if (  cht_CheckCheat(  &cheat_powerup[i],   ev->data1 ) )
           {
           if (  !plyr->powers[i] )
           P_GivePower(   plyr,   i );
           else if (  i!=pw_strength )
           plyr->powers[i] = 1;
           else
           plyr->powers[i] = 0;
          
           plyr->message = STSTR_BEHOLDX;
           }
           }
          
           // 'behold' power-up menu
           if (  cht_CheckCheat(  &cheat_powerup[6],   ev->data1 ) )
           {
           plyr->message = STSTR_BEHOLD;
           }
           // 'choppers' invulnerability & chainsaw
           else if (  cht_CheckCheat(  &cheat_choppers,   ev->data1 ) )
           {
           plyr->weaponowned[wp_chainsaw] = true;
           plyr->powers[pw_invulnerability] = true;
           plyr->message = STSTR_CHOPPERS;
           }
           // 'mypos' for player position
           else if (  cht_CheckCheat(  &cheat_mypos,   ev->data1 ) )
           {
           static char buf[ST_MSGWIDTH];
           sprintf(  buf,   "ang=0x%x;x,  y=(  0x%x,  0x%x )",  
           players[consoleplayer].mo->angle,  
           players[consoleplayer].mo->x,  
           players[consoleplayer].mo->y );
           plyr->message = buf;
           }
           }
          
           // 'clev' change-level cheat
           if (  cht_CheckCheat(  &cheat_clev,   ev->data1 ) )
           {
           char buf[3];
           int epsd;
           int map;
          
           cht_GetParam(  &cheat_clev,   buf );
          
           if (  gamemode == commercial )
           {
           epsd = 0;
           map = (  buf[0] - '0' )*10 + buf[1] - '0';
           }
           else
           {
           epsd = buf[0] - '0';
           map = buf[1] - '0';
           }
          
           // Catch invalid maps.
           if (  epsd < 1 )
           return false;
          
           if (  map < 1 )
           return false;
          
           // Ohmygod - this is not going to work.
           if (  (  gamemode == retail )
           && (  (  epsd > 4 ) || (  map > 9 ) ) )
           return false;
          
           if (  (  gamemode == registered )
           && (  (  epsd > 3 ) || (  map > 9 ) ) )
           return false;
          
           if (  (  gamemode == shareware )
           && (  (  epsd > 1 ) || (  map > 9 ) ) )
           return false;
          
           if (  (  gamemode == commercial )
           && (  (   epsd > 1 ) || (  map > 34 ) ) )
           return false;
          
           // So be it.
           plyr->message = STSTR_CLEV;
           G_DeferedInitNew(  gameskill,   epsd,   map );
           }
           }
           return false;
     725  }
          
          
          
          int ST_calcPainOffset(  void )
          {
           int health;
           static int lastcalc;
           static int oldhealth = -1;
          
           health = plyr->health > 100 ? 100 : plyr->health;
          
           if (  health != oldhealth )
           {
           lastcalc = ST_FACESTRIDE * (  (  (  100 - health ) * ST_NUMPAINFACES ) / 101 );
           oldhealth = health;
           }
           return lastcalc;
          }
          
          
          //
          // This is a not-very-pretty routine which handles
     748  // the face states and their timing.
          // the precedence of expressions is:
          // dead > evil grin > turned head > straight ahead
          //
          void ST_updateFaceWidget(  void )
          {
           int i;
           angle_t badguyangle;
           angle_t diffang;
           static int lastattackdown = -1;
           static int priority = 0;
           boolean doevilgrin;
          
           if (  priority < 10 )
           {
           // dead
           if (  !plyr->health )
           {
           priority = 9;
           st_faceindex = ST_DEADFACE;
           st_facecount = 1;
           }
           }
          
           if (  priority < 9 )
           {
           if (  plyr->bonuscount )
           {
           // picking up bonus
           doevilgrin = false;
          
           for (  i=0;i<NUMWEAPONS;i++ )
           {
           if (  oldweaponsowned[i] != plyr->weaponowned[i] )
           {
           doevilgrin = true;
           oldweaponsowned[i] = plyr->weaponowned[i];
           }
           }
           if (  doevilgrin )
           {
           // evil grin if just picked up weapon
           priority = 8;
           st_facecount = ST_EVILGRINCOUNT;
           st_faceindex = ST_calcPainOffset(   ) + ST_EVILGRINOFFSET;
           }
           }
          
           }
          
           if (  priority < 8 )
           {
           if (  plyr->damagecount
           && plyr->attacker
           && plyr->attacker != plyr->mo )
           {
           // being attacked
           priority = 7;
          
           if (  plyr->health - st_oldhealth > ST_MUCHPAIN )
           {
           st_facecount = ST_TURNCOUNT;
           st_faceindex = ST_calcPainOffset(   ) + ST_OUCHOFFSET;
           }
           else
           {
           badguyangle = R_PointToAngle2(  plyr->mo->x,  
           plyr->mo->y,  
           plyr->attacker->x,  
           plyr->attacker->y );
          
           if (  badguyangle > plyr->mo->angle )
           {
           // whether right or left
           diffang = badguyangle - plyr->mo->angle;
           i = diffang > ANG180;
           }
           else
           {
           // whether left or right
           diffang = plyr->mo->angle - badguyangle;
           i = diffang <= ANG180;
           } // confusing,   aint it?
          
          
           st_facecount = ST_TURNCOUNT;
           st_faceindex = ST_calcPainOffset(   );
          
           if (  diffang < ANG45 )
           {
           // head-on
           st_faceindex += ST_RAMPAGEOFFSET;
           }
           else if (  i )
           {
           // turn face right
           st_faceindex += ST_TURNOFFSET;
           }
           else
           {
           // turn face left
           st_faceindex += ST_TURNOFFSET+1;
           }
           }
           }
           }
          
           if (  priority < 7 )
           {
           // getting hurt because of your own damn stupidity
           if (  plyr->damagecount )
           {
           if (  plyr->health - st_oldhealth > ST_MUCHPAIN )
           {
           priority = 7;
           st_facecount = ST_TURNCOUNT;
           st_faceindex = ST_calcPainOffset(   ) + ST_OUCHOFFSET;
           }
           else
           {
           priority = 6;
           st_facecount = ST_TURNCOUNT;
           st_faceindex = ST_calcPainOffset(   ) + ST_RAMPAGEOFFSET;
           }
          
           }
          
           }
          
           if (  priority < 6 )
           {
           // rapid firing
           if (  plyr->attackdown )
           {
           if (  lastattackdown==-1 )
           lastattackdown = ST_RAMPAGEDELAY;
           else if (  !--lastattackdown )
           {
           priority = 5;
           st_faceindex = ST_calcPainOffset(   ) + ST_RAMPAGEOFFSET;
           st_facecount = 1;
           lastattackdown = 1;
           }
           }
           else
           lastattackdown = -1;
          
           }
          
           if (  priority < 5 )
           {
           // invulnerability
           if (  (  plyr->cheats & CF_GODMODE )
           || plyr->powers[pw_invulnerability] )
           {
           priority = 4;
          
           st_faceindex = ST_GODFACE;
           st_facecount = 1;
          
           }
          
           }
          
           // look left or look right if the facecount has timed out
           if (  !st_facecount )
           {
           st_faceindex = ST_calcPainOffset(   ) + (  st_randomnumber % 3 );
           st_facecount = ST_STRAIGHTFACECOUNT;
           priority = 0;
           }
          
     920   st_facecount--;
          
          }
          
          void ST_updateWidgets(  void )
          {
           static int largeammo = 1994; // means "n/a"
           int i;
          
           // must redirect the pointer if the ready weapon has changed.
           // if (  w_ready.data != plyr->readyweapon )
           // {
           if (  weaponinfo[plyr->readyweapon].ammo == am_noammo )
           w_ready.num = &largeammo;
           else
           w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo];
           //{
           // static int tic=0;
           // static int dir=-1;
           // if (  !(  tic&15 ) )
           // plyr->ammo[weaponinfo[plyr->readyweapon].ammo]+=dir;
           // if (  plyr->ammo[weaponinfo[plyr->readyweapon].ammo] == -100 )
           // dir = 1;
           // tic++;
           // }
           w_ready.data = plyr->readyweapon;
          
           // if (  *w_ready.on )
           // STlib_updateNum(  &w_ready,   true );
           // refresh weapon change
           // }
          
           // update keycard multiple widgets
           for (  i=0;i<3;i++ )
           {
           keyboxes[i] = plyr->cards[i] ? i : -1;
          
           if (  plyr->cards[i+3] )
           keyboxes[i] = i+3;
           }
          
           // refresh everything if this is him coming back to life
           ST_updateFaceWidget(   );
          
           // used by the w_armsbg widget
           st_notdeathmatch = !deathmatch;
          
           // used by w_arms[] widgets
           st_armson = st_statusbaron && !deathmatch;
          
           // used by w_frags widget
           st_fragson = deathmatch && st_statusbaron;
           st_fragscount = 0;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  i != consoleplayer )
           st_fragscount += plyr->frags[i];
           else
           st_fragscount -= plyr->frags[i];
           }
          
           // get rid of chat window if up because of message
           if (  !--st_msgcounter )
     984   st_chat = st_oldchat;
          
          }
          
          void ST_Ticker (  void )
          {
          
           st_clock++;
           st_randomnumber = M_Random(   );
           ST_updateWidgets(   );
           st_oldhealth = plyr->health;
          
     996  }
          
          static int st_palette = 0;
          
          void ST_doPaletteStuff(  void )
          {
          
           int palette;
           byte* pal;
           int cnt;
           int bzc;
          
           cnt = plyr->damagecount;
          
           if (  plyr->powers[pw_strength] )
           {
           // slowly fade the berzerk out
           bzc = 12 - (  plyr->powers[pw_strength]>>6 );
          
           if (  bzc > cnt )
           cnt = bzc;
           }
          
           if (  cnt )
           {
           palette = (  cnt+7 )>>3;
          
           if (  palette >= NUMREDPALS )
           palette = NUMREDPALS-1;
          
           palette += STARTREDPALS;
           }
          
           else if (  plyr->bonuscount )
           {
           palette = (  plyr->bonuscount+7 )>>3;
          
           if (  palette >= NUMBONUSPALS )
           palette = NUMBONUSPALS-1;
          
           palette += STARTBONUSPALS;
           }
          
           else if (   plyr->powers[pw_ironfeet] > 4*32
           || plyr->powers[pw_ironfeet]&8 )
           palette = RADIATIONPAL;
           else
           palette = 0;
          
           if (  palette != st_palette )
           {
           st_palette = palette;
           pal = (  byte * ) W_CacheLumpNum (  lu_palette,   PU_CACHE )+palette*768;
           I_SetPalette (  pal );
    1050   }
          
          }
          
          void ST_drawWidgets(  boolean refresh )
          {
           int i;
          
           // used by w_arms[] widgets
           st_armson = st_statusbaron && !deathmatch;
          
           // used by w_frags widget
           st_fragson = deathmatch && st_statusbaron;
          
           STlib_updateNum(  &w_ready,   refresh );
          
           for (  i=0;i<4;i++ )
           {
           STlib_updateNum(  &w_ammo[i],   refresh );
           STlib_updateNum(  &w_maxammo[i],   refresh );
           }
          
           STlib_updatePercent(  &w_health,   refresh );
           STlib_updatePercent(  &w_armor,   refresh );
          
           STlib_updateBinIcon(  &w_armsbg,   refresh );
          
           for (  i=0;i<6;i++ )
           STlib_updateMultIcon(  &w_arms[i],   refresh );
          
           STlib_updateMultIcon(  &w_faces,   refresh );
          
           for (  i=0;i<3;i++ )
           STlib_updateMultIcon(  &w_keyboxes[i],   refresh );
          
    1085   STlib_updateNum(  &w_frags,   refresh );
          
          }
          
          void ST_doRefresh(  void )
          {
          
           st_firsttime = false;
          
           // draw status bar background to off-screen buff
           ST_refreshBackground(   );
          
           // and refresh all widgets
    1098   ST_drawWidgets(  true );
          
          }
          
          void ST_diffDraw(  void )
          {
    1104   // update all widgets
           ST_drawWidgets(  false );
          }
          
          void ST_Drawer (  boolean fullscreen,   boolean refresh )
          {
          
           st_statusbaron = (  !fullscreen ) || automapactive;
           st_firsttime = st_firsttime || refresh;
          
           // Do red-/gold-shifts from damage/items
           ST_doPaletteStuff(   );
          
           // If just after ST_Start(   ),   refresh all
           if (  st_firsttime ) ST_doRefresh(   );
           // Otherwise,   update as little as possible
    1120   else ST_diffDraw(   );
          
          }
          
          void ST_loadGraphics(  void )
          {
          
           int i;
           int j;
           int facenum;
          
           char namebuf[9];
          
           // Load the numbers,   tall and short
           for (  i=0;i<10;i++ )
           {
           sprintf(  namebuf,   "STTNUM%d",   i );
           tallnum[i] = (  patch_t * ) W_CacheLumpName(  namebuf,   PU_STATIC );
          
           sprintf(  namebuf,   "STYSNUM%d",   i );
           shortnum[i] = (  patch_t * ) W_CacheLumpName(  namebuf,   PU_STATIC );
           }
          
           // Load percent key.
           //Note: why not load STMINUS here,   too?
           tallpercent = (  patch_t * ) W_CacheLumpName(  "STTPRCNT",   PU_STATIC );
          
           // key cards
           for (  i=0;i<NUMCARDS;i++ )
           {
           sprintf(  namebuf,   "STKEYS%d",   i );
           keys[i] = (  patch_t * ) W_CacheLumpName(  namebuf,   PU_STATIC );
           }
          
           // arms background
           armsbg = (  patch_t * ) W_CacheLumpName(  "STARMS",   PU_STATIC );
          
           // arms ownership widgets
           for (  i=0;i<6;i++ )
           {
           sprintf(  namebuf,   "STGNUM%d",   i+2 );
          
           // gray #
           arms[i][0] = (  patch_t * ) W_CacheLumpName(  namebuf,   PU_STATIC );
          
           // yellow #
           arms[i][1] = shortnum[i+2];
           }
          
           // face backgrounds for different color players
           sprintf(  namebuf,   "STFB%d",   consoleplayer );
           faceback = (  patch_t * ) W_CacheLumpName(  namebuf,   PU_STATIC );
          
           // status bar background bits
           sbar = (  patch_t * ) W_CacheLumpName(  "STBAR",   PU_STATIC );
          
           // face states
           facenum = 0;
           for (  i=0;i<ST_NUMPAINFACES;i++ )
           {
           for (  j=0;j<ST_NUMSTRAIGHTFACES;j++ )
           {
           sprintf(  namebuf,   "STFST%d%d",   i,   j );
           faces[facenum++] = W_CacheLumpName(  namebuf,   PU_STATIC );
           }
           sprintf(  namebuf,   "STFTR%d0",   i ); // turn right
           faces[facenum++] = W_CacheLumpName(  namebuf,   PU_STATIC );
           sprintf(  namebuf,   "STFTL%d0",   i ); // turn left
           faces[facenum++] = W_CacheLumpName(  namebuf,   PU_STATIC );
           sprintf(  namebuf,   "STFOUCH%d",   i ); // ouch!
           faces[facenum++] = W_CacheLumpName(  namebuf,   PU_STATIC );
           sprintf(  namebuf,   "STFEVL%d",   i ); // evil grin ; )
           faces[facenum++] = W_CacheLumpName(  namebuf,   PU_STATIC );
           sprintf(  namebuf,   "STFKILL%d",   i ); // pissed off
           faces[facenum++] = W_CacheLumpName(  namebuf,   PU_STATIC );
           }
           faces[facenum++] = W_CacheLumpName(  "STFGOD0",   PU_STATIC );
    1197   faces[facenum++] = W_CacheLumpName(  "STFDEAD0",   PU_STATIC );
          
          }
          
          void ST_loadData(  void )
          {
    1203   lu_palette = W_GetNumForName (  "PLAYPAL" );
           ST_loadGraphics(   );
          }
          
          void ST_unloadGraphics(  void )
          {
          
           int i;
          
           // unload the numbers,   tall and short
           for (  i=0;i<10;i++ )
           {
           Z_ChangeTag(  tallnum[i],   PU_CACHE );
           Z_ChangeTag(  shortnum[i],   PU_CACHE );
           }
           // unload tall percent
           Z_ChangeTag(  tallpercent,   PU_CACHE );
          
           // unload arms background
           Z_ChangeTag(  armsbg,   PU_CACHE );
          
           // unload gray #'s
           for (  i=0;i<6;i++ )
           Z_ChangeTag(  arms[i][0],   PU_CACHE );
          
           // unload the key cards
           for (  i=0;i<NUMCARDS;i++ )
           Z_ChangeTag(  keys[i],   PU_CACHE );
          
           Z_ChangeTag(  sbar,   PU_CACHE );
           Z_ChangeTag(  faceback,   PU_CACHE );
          
           for (  i=0;i<ST_NUMFACES;i++ )
           Z_ChangeTag(  faces[i],   PU_CACHE );
          
           // Note: nobody ain't seen no unloading
           // of stminus yet. Dude.
    1240  
          
          }
          
          void ST_unloadData(  void )
    1245  {
           ST_unloadGraphics(   );
          }
          
          void ST_initData(  void )
          {
          
           int i;
          
           st_firsttime = true;
           plyr = &players[consoleplayer];
          
           st_clock = 0;
           st_chatstate = StartChatState;
           st_gamestate = FirstPersonState;
          
           st_statusbaron = true;
           st_oldchat = st_chat = false;
           st_cursoron = false;
          
           st_faceindex = 0;
           st_palette = -1;
          
           st_oldhealth = -1;
          
           for (  i=0;i<NUMWEAPONS;i++ )
           oldweaponsowned[i] = plyr->weaponowned[i];
          
           for (  i=0;i<3;i++ )
           keyboxes[i] = -1;
          
           STlib_init(   );
          
    1278  }
          
          
          
          void ST_createWidgets(  void )
          {
          
           int i;
          
           // ready weapon ammo
           STlib_initNum(  &w_ready,  
           ST_AMMOX,  
           ST_AMMOY,  
           tallnum,  
           &plyr->ammo[weaponinfo[plyr->readyweapon].ammo],  
           &st_statusbaron,  
           ST_AMMOWIDTH  );
          
           // the last weapon type
           w_ready.data = plyr->readyweapon;
          
           // health percentage
           STlib_initPercent(  &w_health,  
           ST_HEALTHX,  
           ST_HEALTHY,  
           tallnum,  
           &plyr->health,  
           &st_statusbaron,  
           tallpercent );
          
           // arms background
           STlib_initBinIcon(  &w_armsbg,  
           ST_ARMSBGX,  
           ST_ARMSBGY,  
           armsbg,  
           &st_notdeathmatch,  
           &st_statusbaron );
          
           // weapons owned
           for(  i=0;i<6;i++ )
           {
           STlib_initMultIcon(  &w_arms[i],  
           ST_ARMSX+(  i%3 )*ST_ARMSXSPACE,  
           ST_ARMSY+(  i/3 )*ST_ARMSYSPACE,  
           arms[i],   (  int * ) &plyr->weaponowned[i+1],  
           &st_armson );
           }
          
           // frags sum
           STlib_initNum(  &w_frags,  
           ST_FRAGSX,  
           ST_FRAGSY,  
           tallnum,  
           &st_fragscount,  
           &st_fragson,  
           ST_FRAGSWIDTH );
          
           // faces
           STlib_initMultIcon(  &w_faces,  
           ST_FACESX,  
           ST_FACESY,  
           faces,  
           &st_faceindex,  
           &st_statusbaron );
          
           // armor percentage - should be colored later
           STlib_initPercent(  &w_armor,  
           ST_ARMORX,  
           ST_ARMORY,  
           tallnum,  
           &plyr->armorpoints,  
           &st_statusbaron,   tallpercent );
          
           // keyboxes 0-2
           STlib_initMultIcon(  &w_keyboxes[0],  
           ST_KEY0X,  
           ST_KEY0Y,  
           keys,  
           &keyboxes[0],  
           &st_statusbaron );
          
           STlib_initMultIcon(  &w_keyboxes[1],  
           ST_KEY1X,  
           ST_KEY1Y,  
           keys,  
           &keyboxes[1],  
           &st_statusbaron );
          
           STlib_initMultIcon(  &w_keyboxes[2],  
           ST_KEY2X,  
           ST_KEY2Y,  
           keys,  
           &keyboxes[2],  
           &st_statusbaron );
          
           // ammo count (  all four kinds )
           STlib_initNum(  &w_ammo[0],  
           ST_AMMO0X,  
           ST_AMMO0Y,  
           shortnum,  
           &plyr->ammo[0],  
           &st_statusbaron,  
           ST_AMMO0WIDTH );
          
           STlib_initNum(  &w_ammo[1],  
           ST_AMMO1X,  
           ST_AMMO1Y,  
           shortnum,  
           &plyr->ammo[1],  
           &st_statusbaron,  
           ST_AMMO1WIDTH );
          
           STlib_initNum(  &w_ammo[2],  
           ST_AMMO2X,  
           ST_AMMO2Y,  
           shortnum,  
           &plyr->ammo[2],  
           &st_statusbaron,  
           ST_AMMO2WIDTH );
          
           STlib_initNum(  &w_ammo[3],  
           ST_AMMO3X,  
           ST_AMMO3Y,  
           shortnum,  
           &plyr->ammo[3],  
           &st_statusbaron,  
           ST_AMMO3WIDTH );
          
           // max ammo count (  all four kinds )
           STlib_initNum(  &w_maxammo[0],  
           ST_MAXAMMO0X,  
           ST_MAXAMMO0Y,  
           shortnum,  
           &plyr->maxammo[0],  
           &st_statusbaron,  
           ST_MAXAMMO0WIDTH );
          
           STlib_initNum(  &w_maxammo[1],  
           ST_MAXAMMO1X,  
           ST_MAXAMMO1Y,  
           shortnum,  
           &plyr->maxammo[1],  
           &st_statusbaron,  
           ST_MAXAMMO1WIDTH );
          
           STlib_initNum(  &w_maxammo[2],  
           ST_MAXAMMO2X,  
           ST_MAXAMMO2Y,  
           shortnum,  
           &plyr->maxammo[2],  
           &st_statusbaron,  
           ST_MAXAMMO2WIDTH );
          
           STlib_initNum(  &w_maxammo[3],  
           ST_MAXAMMO3X,  
           ST_MAXAMMO3Y,  
           shortnum,  
           &plyr->maxammo[3],  
           &st_statusbaron,  
           ST_MAXAMMO3WIDTH );
          
          }
    1440  
          static boolean st_stopped = true;
          
          
          void ST_Start (  void )
          {
          
           if (  !st_stopped )
           ST_Stop(   );
          
           ST_initData(   );
           ST_createWidgets(   );
    1452   st_stopped = false;
          
          }
          
          void ST_Stop (  void )
          {
           if (  st_stopped )
           return;
          
           I_SetPalette (  W_CacheLumpNum (  lu_palette,   PU_CACHE ) );
    1462  
           st_stopped = true;
          }
          
          void ST_Init (  void )
          {
           veryfirsttime = 0;
           ST_loadData(   );
           screens[4] = (  byte * ) Z_Malloc(  ST_WIDTH*ST_HEIGHT,   PU_STATIC,   0 );
          }

st_stuff.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Status bar code.
          // Does the face/direction indicator animatin.
          // Does palette indicators as well (  red pain/berserk,   bright pickup )
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __STSTUFF_H__
          #define __STSTUFF_H__
          
          #include "doomtype.h"
          #include "d_event.h"
          
          // Size of statusbar.
          // Now sensitive for scaling.
          #define ST_HEIGHT 32*SCREEN_MUL
          #define ST_WIDTH SCREENWIDTH
          #define ST_Y (  SCREENHEIGHT - ST_HEIGHT )
          
          
          //
          // STATUS BAR
          //
          
          // Called by main loop.
      42  boolean ST_Responder (  event_t* ev );
          
          // Called by main loop.
      45  void ST_Ticker (  void );
          
          // Called by main loop.
      48  void ST_Drawer (  boolean fullscreen,   boolean refresh );
          
          // Called when the console player is spawned on each level.
      51  void ST_Start (  void );
          
          // Called by startup code.
      54  void ST_Init (  void );
          
          
          
          // States for status bar code.
          typedef enum
          {
           AutomapState,  
           FirstPersonState
          
          } st_stateenum_t;
          
          
          // States for the chat code.
          typedef enum
          {
           StartChatState,  
           WaitDestState,  
           GetChatState
          
          } st_chatstateenum_t;
          
          
      77  boolean ST_Responder(  event_t* ev );
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

tables.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Lookup tables.
          // Do not try to look them up :- ).
          // In the order of appearance:
          //
          // int finetangent[4096] - Tangens LUT.
          // Should work with BAM fairly well (  12 of 16bit,  
          // effectively,   by shifting ).
          //
          // int finesine[10240] - Sine lookup.
          // Guess what,   serves as cosine,   too.
          // Remarkable thing is,   how to use BAMs with this?
          //
          // int tantoangle[2049] - ArcTan LUT,  
          // maps tan(  angle ) to angle fast. Gotta search.
          //
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: tables.c,  v 1.4 1997/02/03 16:47:57 b1 Exp $";
          
          
          
          #include "tables.h"
          
          
          
          
          int
      50  SlopeDiv
          (   unsigned num,  
           unsigned den )
          {
           unsigned ans;
          
           if (  den < 512 )
           return SLOPERANGE;
          
           ans = (  num<<3 )/(  den>>8 );
          
           return ans <= SLOPERANGE ? ans : SLOPERANGE;
          }
          
          
          
          
          int finetangent[4096] =
          {
           -170910304,  -56965752,  -34178904,  -24413316,  -18988036,  -15535599,  -13145455,  -11392683,  
           -10052327,  -8994149,  -8137527,  -7429880,  -6835455,  -6329090,  -5892567,  -5512368,  
           -5178251,  -4882318,  -4618375,  -4381502,  -4167737,  -3973855,  -3797206,  -3635590,  
           -3487165,  -3350381,  -3223918,  -3106651,  -2997613,  -2895966,  -2800983,  -2712030,  
           -2628549,  -2550052,  -2476104,  -2406322,  -2340362,  -2277919,  -2218719,  -2162516,  
           -2109087,  -2058233,  -2009771,  -1963536,  -1919378,  -1877161,  -1836758,  -1798063,  
           -1760956,  -1725348,  -1691149,  -1658278,  -1626658,  -1596220,  -1566898,  -1538632,  
           -1511367,  -1485049,  -1459630,  -1435065,  -1411312,  -1388330,  -1366084,  -1344537,  
           -1323658,  -1303416,  -1283783,  -1264730,  -1246234,  -1228269,  -1210813,  -1193846,  
           -1177345,  -1161294,  -1145673,  -1130465,  -1115654,  -1101225,  -1087164,  -1073455,  
           -1060087,  -1047046,  -1034322,  -1021901,  -1009774,  -997931,  -986361,  -975054,  
           -964003,  -953199,  -942633,  -932298,  -922186,  -912289,  -902602,  -893117,  
           -883829,  -874730,  -865817,  -857081,  -848520,  -840127,  -831898,  -823827,  
           -815910,  -808143,  -800521,  -793041,  -785699,  -778490,  -771411,  -764460,  
           -757631,  -750922,  -744331,  -737853,  -731486,  -725227,  -719074,  -713023,  
           -707072,  -701219,  -695462,  -689797,  -684223,  -678737,  -673338,  -668024,  
           -662792,  -657640,  -652568,  -647572,  -642651,  -637803,  -633028,  -628323,  
           -623686,  -619117,  -614613,  -610174,  -605798,  -601483,  -597229,  -593033,  
           -588896,  -584815,  -580789,  -576818,  -572901,  -569035,  -565221,  -561456,  
           -557741,  -554074,  -550455,  -546881,  -543354,  -539870,  -536431,  -533034,  
           -529680,  -526366,  -523094,  -519861,  -516667,  -513512,  -510394,  -507313,  
           -504269,  -501261,  -498287,  -495348,  -492443,  -489571,  -486732,  -483925,  
           -481150,  -478406,  -475692,  -473009,  -470355,  -467730,  -465133,  -462565,  
           -460024,  -457511,  -455024,  -452564,  -450129,  -447720,  -445337,  -442978,  
           -440643,  -438332,  -436045,  -433781,  -431540,  -429321,  -427125,  -424951,  
           -422798,  -420666,  -418555,  -416465,  -414395,  -412344,  -410314,  -408303,  
           -406311,  -404338,  -402384,  -400448,  -398530,  -396630,  -394747,  -392882,  
           -391034,  -389202,  -387387,  -385589,  -383807,  -382040,  -380290,  -378555,  
           -376835,  -375130,  -373440,  -371765,  -370105,  -368459,  -366826,  -365208,  
           -363604,  -362013,  -360436,  -358872,  -357321,  -355783,  -354257,  -352744,  
           -351244,  -349756,  -348280,  -346816,  -345364,  -343924,  -342495,  -341078,  
           -339671,  -338276,  -336892,  -335519,  -334157,  -332805,  -331464,  -330133,  
           -328812,  -327502,  -326201,  -324910,  -323629,  -322358,  -321097,  -319844,  
           -318601,  -317368,  -316143,  -314928,  -313721,  -312524,  -311335,  -310154,  
           -308983,  -307819,  -306664,  -305517,  -304379,  -303248,  -302126,  -301011,  
           -299904,  -298805,  -297714,  -296630,  -295554,  -294485,  -293423,  -292369,  
           -291322,  -290282,  -289249,  -288223,  -287204,  -286192,  -285186,  -284188,  
           -283195,  -282210,  -281231,  -280258,  -279292,  -278332,  -277378,  -276430,  
           -275489,  -274553,  -273624,  -272700,  -271782,  -270871,  -269965,  -269064,  
           -268169,  -267280,  -266397,  -265519,  -264646,  -263779,  -262917,  -262060,  
           -261209,  -260363,  -259522,  -258686,  -257855,  -257029,  -256208,  -255392,  
           -254581,  -253774,  -252973,  -252176,  -251384,  -250596,  -249813,  -249035,  
           -248261,  -247492,  -246727,  -245966,  -245210,  -244458,  -243711,  -242967,  
           -242228,  -241493,  -240763,  -240036,  -239314,  -238595,  -237881,  -237170,  
           -236463,  -235761,  -235062,  -234367,  -233676,  -232988,  -232304,  -231624,  
           -230948,  -230275,  -229606,  -228941,  -228279,  -227621,  -226966,  -226314,  
           -225666,  -225022,  -224381,  -223743,  -223108,  -222477,  -221849,  -221225,  
           -220603,  -219985,  -219370,  -218758,  -218149,  -217544,  -216941,  -216341,  
           -215745,  -215151,  -214561,  -213973,  -213389,  -212807,  -212228,  -211652,  
           -211079,  -210509,  -209941,  -209376,  -208815,  -208255,  -207699,  -207145,  
           -206594,  -206045,  -205500,  -204956,  -204416,  -203878,  -203342,  -202809,  
           -202279,  -201751,  -201226,  -200703,  -200182,  -199664,  -199149,  -198636,  
           -198125,  -197616,  -197110,  -196606,  -196105,  -195606,  -195109,  -194614,  
           -194122,  -193631,  -193143,  -192658,  -192174,  -191693,  -191213,  -190736,  
           -190261,  -189789,  -189318,  -188849,  -188382,  -187918,  -187455,  -186995,  
           -186536,  -186080,  -185625,  -185173,  -184722,  -184274,  -183827,  -183382,  
           -182939,  -182498,  -182059,  -181622,  -181186,  -180753,  -180321,  -179891,  
           -179463,  -179037,  -178612,  -178190,  -177769,  -177349,  -176932,  -176516,  
           -176102,  -175690,  -175279,  -174870,  -174463,  -174057,  -173653,  -173251,  
           -172850,  -172451,  -172053,  -171657,  -171263,  -170870,  -170479,  -170089,  
           -169701,  -169315,  -168930,  -168546,  -168164,  -167784,  -167405,  -167027,  
           -166651,  -166277,  -165904,  -165532,  -165162,  -164793,  -164426,  -164060,  
           -163695,  -163332,  -162970,  -162610,  -162251,  -161893,  -161537,  -161182,  
           -160828,  -160476,  -160125,  -159775,  -159427,  -159079,  -158734,  -158389,  
           -158046,  -157704,  -157363,  -157024,  -156686,  -156349,  -156013,  -155678,  
           -155345,  -155013,  -154682,  -154352,  -154024,  -153697,  -153370,  -153045,  
           -152722,  -152399,  -152077,  -151757,  -151438,  -151120,  -150803,  -150487,  
           -150172,  -149859,  -149546,  -149235,  -148924,  -148615,  -148307,  -148000,  
           -147693,  -147388,  -147084,  -146782,  -146480,  -146179,  -145879,  -145580,  
           -145282,  -144986,  -144690,  -144395,  -144101,  -143808,  -143517,  -143226,  
           -142936,  -142647,  -142359,  -142072,  -141786,  -141501,  -141217,  -140934,  
           -140651,  -140370,  -140090,  -139810,  -139532,  -139254,  -138977,  -138701,  
           -138426,  -138152,  -137879,  -137607,  -137335,  -137065,  -136795,  -136526,  
           -136258,  -135991,  -135725,  -135459,  -135195,  -134931,  -134668,  -134406,  
           -134145,  -133884,  -133625,  -133366,  -133108,  -132851,  -132594,  -132339,  
           -132084,  -131830,  -131576,  -131324,  -131072,  -130821,  -130571,  -130322,  
           -130073,  -129825,  -129578,  -129332,  -129086,  -128841,  -128597,  -128353,  
           -128111,  -127869,  -127627,  -127387,  -127147,  -126908,  -126669,  -126432,  
           -126195,  -125959,  -125723,  -125488,  -125254,  -125020,  -124787,  -124555,  
           -124324,  -124093,  -123863,  -123633,  -123404,  -123176,  -122949,  -122722,  
           -122496,  -122270,  -122045,  -121821,  -121597,  -121374,  -121152,  -120930,  
           -120709,  -120489,  -120269,  -120050,  -119831,  -119613,  -119396,  -119179,  
           -118963,  -118747,  -118532,  -118318,  -118104,  -117891,  -117678,  -117466,  
           -117254,  -117044,  -116833,  -116623,  -116414,  -116206,  -115998,  -115790,  
           -115583,  -115377,  -115171,  -114966,  -114761,  -114557,  -114354,  -114151,  
           -113948,  -113746,  -113545,  -113344,  -113143,  -112944,  -112744,  -112546,  
           -112347,  -112150,  -111952,  -111756,  -111560,  -111364,  -111169,  -110974,  
           -110780,  -110586,  -110393,  -110200,  -110008,  -109817,  -109626,  -109435,  
           -109245,  -109055,  -108866,  -108677,  -108489,  -108301,  -108114,  -107927,  
           -107741,  -107555,  -107369,  -107184,  -107000,  -106816,  -106632,  -106449,  
           -106266,  -106084,  -105902,  -105721,  -105540,  -105360,  -105180,  -105000,  
           -104821,  -104643,  -104465,  -104287,  -104109,  -103933,  -103756,  -103580,  
           -103404,  -103229,  -103054,  -102880,  -102706,  -102533,  -102360,  -102187,  
           -102015,  -101843,  -101671,  -101500,  -101330,  -101159,  -100990,  -100820,  
           -100651,  -100482,  -100314,  -100146,  -99979,  -99812,  -99645,  -99479,  
           -99313,  -99148,  -98982,  -98818,  -98653,  -98489,  -98326,  -98163,  
           -98000,  -97837,  -97675,  -97513,  -97352,  -97191,  -97030,  -96870,  
           -96710,  -96551,  -96391,  -96233,  -96074,  -95916,  -95758,  -95601,  
           -95444,  -95287,  -95131,  -94975,  -94819,  -94664,  -94509,  -94354,  
           -94200,  -94046,  -93892,  -93739,  -93586,  -93434,  -93281,  -93129,  
           -92978,  -92826,  -92675,  -92525,  -92375,  -92225,  -92075,  -91926,  
           -91777,  -91628,  -91480,  -91332,  -91184,  -91036,  -90889,  -90742,  
           -90596,  -90450,  -90304,  -90158,  -90013,  -89868,  -89724,  -89579,  
           -89435,  -89292,  -89148,  -89005,  -88862,  -88720,  -88577,  -88435,  
           -88294,  -88152,  -88011,  -87871,  -87730,  -87590,  -87450,  -87310,  
           -87171,  -87032,  -86893,  -86755,  -86616,  -86479,  -86341,  -86204,  
           -86066,  -85930,  -85793,  -85657,  -85521,  -85385,  -85250,  -85114,  
           -84980,  -84845,  -84710,  -84576,  -84443,  -84309,  -84176,  -84043,  
           -83910,  -83777,  -83645,  -83513,  -83381,  -83250,  -83118,  -82987,  
           -82857,  -82726,  -82596,  -82466,  -82336,  -82207,  -82078,  -81949,  
           -81820,  -81691,  -81563,  -81435,  -81307,  -81180,  -81053,  -80925,  
           -80799,  -80672,  -80546,  -80420,  -80294,  -80168,  -80043,  -79918,  
           -79793,  -79668,  -79544,  -79420,  -79296,  -79172,  -79048,  -78925,  
           -78802,  -78679,  -78557,  -78434,  -78312,  -78190,  -78068,  -77947,  
           -77826,  -77705,  -77584,  -77463,  -77343,  -77223,  -77103,  -76983,  
           -76864,  -76744,  -76625,  -76506,  -76388,  -76269,  -76151,  -76033,  
           -75915,  -75797,  -75680,  -75563,  -75446,  -75329,  -75213,  -75096,  
           -74980,  -74864,  -74748,  -74633,  -74517,  -74402,  -74287,  -74172,  
           -74058,  -73944,  -73829,  -73715,  -73602,  -73488,  -73375,  -73262,  
           -73149,  -73036,  -72923,  -72811,  -72699,  -72587,  -72475,  -72363,  
           -72252,  -72140,  -72029,  -71918,  -71808,  -71697,  -71587,  -71477,  
           -71367,  -71257,  -71147,  -71038,  -70929,  -70820,  -70711,  -70602,  
           -70494,  -70385,  -70277,  -70169,  -70061,  -69954,  -69846,  -69739,  
           -69632,  -69525,  -69418,  -69312,  -69205,  -69099,  -68993,  -68887,  
           -68781,  -68676,  -68570,  -68465,  -68360,  -68255,  -68151,  -68046,  
           -67942,  -67837,  -67733,  -67629,  -67526,  -67422,  -67319,  -67216,  
           -67113,  -67010,  -66907,  -66804,  -66702,  -66600,  -66498,  -66396,  
           -66294,  -66192,  -66091,  -65989,  -65888,  -65787,  -65686,  -65586,  
           -65485,  -65385,  -65285,  -65185,  -65085,  -64985,  -64885,  -64786,  
           -64687,  -64587,  -64488,  -64389,  -64291,  -64192,  -64094,  -63996,  
           -63897,  -63799,  -63702,  -63604,  -63506,  -63409,  -63312,  -63215,  
           -63118,  -63021,  -62924,  -62828,  -62731,  -62635,  -62539,  -62443,  
           -62347,  -62251,  -62156,  -62060,  -61965,  -61870,  -61775,  -61680,  
           -61585,  -61491,  -61396,  -61302,  -61208,  -61114,  -61020,  -60926,  
           -60833,  -60739,  -60646,  -60552,  -60459,  -60366,  -60273,  -60181,  
           -60088,  -59996,  -59903,  -59811,  -59719,  -59627,  -59535,  -59444,  
           -59352,  -59261,  -59169,  -59078,  -58987,  -58896,  -58805,  -58715,  
           -58624,  -58534,  -58443,  -58353,  -58263,  -58173,  -58083,  -57994,  
           -57904,  -57815,  -57725,  -57636,  -57547,  -57458,  -57369,  -57281,  
           -57192,  -57104,  -57015,  -56927,  -56839,  -56751,  -56663,  -56575,  
           -56487,  -56400,  -56312,  -56225,  -56138,  -56051,  -55964,  -55877,  
           -55790,  -55704,  -55617,  -55531,  -55444,  -55358,  -55272,  -55186,  
           -55100,  -55015,  -54929,  -54843,  -54758,  -54673,  -54587,  -54502,  
           -54417,  -54333,  -54248,  -54163,  -54079,  -53994,  -53910,  -53826,  
           -53741,  -53657,  -53574,  -53490,  -53406,  -53322,  -53239,  -53156,  
           -53072,  -52989,  -52906,  -52823,  -52740,  -52657,  -52575,  -52492,  
           -52410,  -52327,  -52245,  -52163,  -52081,  -51999,  -51917,  -51835,  
           -51754,  -51672,  -51591,  -51509,  -51428,  -51347,  -51266,  -51185,  
           -51104,  -51023,  -50942,  -50862,  -50781,  -50701,  -50621,  -50540,  
           -50460,  -50380,  -50300,  -50221,  -50141,  -50061,  -49982,  -49902,  
           -49823,  -49744,  -49664,  -49585,  -49506,  -49427,  -49349,  -49270,  
           -49191,  -49113,  -49034,  -48956,  -48878,  -48799,  -48721,  -48643,  
           -48565,  -48488,  -48410,  -48332,  -48255,  -48177,  -48100,  -48022,  
           -47945,  -47868,  -47791,  -47714,  -47637,  -47560,  -47484,  -47407,  
           -47331,  -47254,  -47178,  -47102,  -47025,  -46949,  -46873,  -46797,  
           -46721,  -46646,  -46570,  -46494,  -46419,  -46343,  -46268,  -46193,  
           -46118,  -46042,  -45967,  -45892,  -45818,  -45743,  -45668,  -45593,  
           -45519,  -45444,  -45370,  -45296,  -45221,  -45147,  -45073,  -44999,  
           -44925,  -44851,  -44778,  -44704,  -44630,  -44557,  -44483,  -44410,  
           -44337,  -44263,  -44190,  -44117,  -44044,  -43971,  -43898,  -43826,  
           -43753,  -43680,  -43608,  -43535,  -43463,  -43390,  -43318,  -43246,  
           -43174,  -43102,  -43030,  -42958,  -42886,  -42814,  -42743,  -42671,  
           -42600,  -42528,  -42457,  -42385,  -42314,  -42243,  -42172,  -42101,  
           -42030,  -41959,  -41888,  -41817,  -41747,  -41676,  -41605,  -41535,  
           -41465,  -41394,  -41324,  -41254,  -41184,  -41113,  -41043,  -40973,  
           -40904,  -40834,  -40764,  -40694,  -40625,  -40555,  -40486,  -40416,  
           -40347,  -40278,  -40208,  -40139,  -40070,  -40001,  -39932,  -39863,  
           -39794,  -39726,  -39657,  -39588,  -39520,  -39451,  -39383,  -39314,  
           -39246,  -39178,  -39110,  -39042,  -38973,  -38905,  -38837,  -38770,  
           -38702,  -38634,  -38566,  -38499,  -38431,  -38364,  -38296,  -38229,  
           -38161,  -38094,  -38027,  -37960,  -37893,  -37826,  -37759,  -37692,  
           -37625,  -37558,  -37491,  -37425,  -37358,  -37291,  -37225,  -37158,  
           -37092,  -37026,  -36959,  -36893,  -36827,  -36761,  -36695,  -36629,  
           -36563,  -36497,  -36431,  -36365,  -36300,  -36234,  -36168,  -36103,  
           -36037,  -35972,  -35907,  -35841,  -35776,  -35711,  -35646,  -35580,  
           -35515,  -35450,  -35385,  -35321,  -35256,  -35191,  -35126,  -35062,  
           -34997,  -34932,  -34868,  -34803,  -34739,  -34675,  -34610,  -34546,  
           -34482,  -34418,  -34354,  -34289,  -34225,  -34162,  -34098,  -34034,  
           -33970,  -33906,  -33843,  -33779,  -33715,  -33652,  -33588,  -33525,  
           -33461,  -33398,  -33335,  -33272,  -33208,  -33145,  -33082,  -33019,  
           -32956,  -32893,  -32830,  -32767,  -32705,  -32642,  -32579,  -32516,  
           -32454,  -32391,  -32329,  -32266,  -32204,  -32141,  -32079,  -32017,  
           -31955,  -31892,  -31830,  -31768,  -31706,  -31644,  -31582,  -31520,  
           -31458,  -31396,  -31335,  -31273,  -31211,  -31150,  -31088,  -31026,  
           -30965,  -30904,  -30842,  -30781,  -30719,  -30658,  -30597,  -30536,  
           -30474,  -30413,  -30352,  -30291,  -30230,  -30169,  -30108,  -30048,  
           -29987,  -29926,  -29865,  -29805,  -29744,  -29683,  -29623,  -29562,  
           -29502,  -29441,  -29381,  -29321,  -29260,  -29200,  -29140,  -29080,  
           -29020,  -28959,  -28899,  -28839,  -28779,  -28719,  -28660,  -28600,  
           -28540,  -28480,  -28420,  -28361,  -28301,  -28241,  -28182,  -28122,  
           -28063,  -28003,  -27944,  -27884,  -27825,  -27766,  -27707,  -27647,  
           -27588,  -27529,  -27470,  -27411,  -27352,  -27293,  -27234,  -27175,  
           -27116,  -27057,  -26998,  -26940,  -26881,  -26822,  -26763,  -26705,  
           -26646,  -26588,  -26529,  -26471,  -26412,  -26354,  -26295,  -26237,  
           -26179,  -26120,  -26062,  -26004,  -25946,  -25888,  -25830,  -25772,  
           -25714,  -25656,  -25598,  -25540,  -25482,  -25424,  -25366,  -25308,  
           -25251,  -25193,  -25135,  -25078,  -25020,  -24962,  -24905,  -24847,  
           -24790,  -24732,  -24675,  -24618,  -24560,  -24503,  -24446,  -24389,  
           -24331,  -24274,  -24217,  -24160,  -24103,  -24046,  -23989,  -23932,  
           -23875,  -23818,  -23761,  -23704,  -23647,  -23591,  -23534,  -23477,  
           -23420,  -23364,  -23307,  -23250,  -23194,  -23137,  -23081,  -23024,  
           -22968,  -22911,  -22855,  -22799,  -22742,  -22686,  -22630,  -22573,  
           -22517,  -22461,  -22405,  -22349,  -22293,  -22237,  -22181,  -22125,  
           -22069,  -22013,  -21957,  -21901,  -21845,  -21789,  -21733,  -21678,  
           -21622,  -21566,  -21510,  -21455,  -21399,  -21343,  -21288,  -21232,  
           -21177,  -21121,  -21066,  -21010,  -20955,  -20900,  -20844,  -20789,  
           -20734,  -20678,  -20623,  -20568,  -20513,  -20457,  -20402,  -20347,  
           -20292,  -20237,  -20182,  -20127,  -20072,  -20017,  -19962,  -19907,  
           -19852,  -19797,  -19742,  -19688,  -19633,  -19578,  -19523,  -19469,  
           -19414,  -19359,  -19305,  -19250,  -19195,  -19141,  -19086,  -19032,  
           -18977,  -18923,  -18868,  -18814,  -18760,  -18705,  -18651,  -18597,  
           -18542,  -18488,  -18434,  -18380,  -18325,  -18271,  -18217,  -18163,  
           -18109,  -18055,  -18001,  -17946,  -17892,  -17838,  -17784,  -17731,  
           -17677,  -17623,  -17569,  -17515,  -17461,  -17407,  -17353,  -17300,  
           -17246,  -17192,  -17138,  -17085,  -17031,  -16977,  -16924,  -16870,  
           -16817,  -16763,  -16710,  -16656,  -16603,  -16549,  -16496,  -16442,  
           -16389,  -16335,  -16282,  -16229,  -16175,  -16122,  -16069,  -16015,  
           -15962,  -15909,  -15856,  -15802,  -15749,  -15696,  -15643,  -15590,  
           -15537,  -15484,  -15431,  -15378,  -15325,  -15272,  -15219,  -15166,  
           -15113,  -15060,  -15007,  -14954,  -14901,  -14848,  -14795,  -14743,  
           -14690,  -14637,  -14584,  -14531,  -14479,  -14426,  -14373,  -14321,  
           -14268,  -14215,  -14163,  -14110,  -14057,  -14005,  -13952,  -13900,  
           -13847,  -13795,  -13742,  -13690,  -13637,  -13585,  -13533,  -13480,  
           -13428,  -13375,  -13323,  -13271,  -13218,  -13166,  -13114,  -13062,  
           -13009,  -12957,  -12905,  -12853,  -12800,  -12748,  -12696,  -12644,  
           -12592,  -12540,  -12488,  -12436,  -12383,  -12331,  -12279,  -12227,  
           -12175,  -12123,  -12071,  -12019,  -11967,  -11916,  -11864,  -11812,  
           -11760,  -11708,  -11656,  -11604,  -11552,  -11501,  -11449,  -11397,  
           -11345,  -11293,  -11242,  -11190,  -11138,  -11086,  -11035,  -10983,  
           -10931,  -10880,  -10828,  -10777,  -10725,  -10673,  -10622,  -10570,  
           -10519,  -10467,  -10415,  -10364,  -10312,  -10261,  -10209,  -10158,  
           -10106,  -10055,  -10004,  -9952,  -9901,  -9849,  -9798,  -9747,  
           -9695,  -9644,  -9592,  -9541,  -9490,  -9438,  -9387,  -9336,  
           -9285,  -9233,  -9182,  -9131,  -9080,  -9028,  -8977,  -8926,  
           -8875,  -8824,  -8772,  -8721,  -8670,  -8619,  -8568,  -8517,  
           -8466,  -8414,  -8363,  -8312,  -8261,  -8210,  -8159,  -8108,  
           -8057,  -8006,  -7955,  -7904,  -7853,  -7802,  -7751,  -7700,  
           -7649,  -7598,  -7547,  -7496,  -7445,  -7395,  -7344,  -7293,  
           -7242,  -7191,  -7140,  -7089,  -7038,  -6988,  -6937,  -6886,  
           -6835,  -6784,  -6733,  -6683,  -6632,  -6581,  -6530,  -6480,  
           -6429,  -6378,  -6327,  -6277,  -6226,  -6175,  -6124,  -6074,  
           -6023,  -5972,  -5922,  -5871,  -5820,  -5770,  -5719,  -5668,  
           -5618,  -5567,  -5517,  -5466,  -5415,  -5365,  -5314,  -5264,  
           -5213,  -5162,  -5112,  -5061,  -5011,  -4960,  -4910,  -4859,  
           -4808,  -4758,  -4707,  -4657,  -4606,  -4556,  -4505,  -4455,  
           -4404,  -4354,  -4303,  -4253,  -4202,  -4152,  -4101,  -4051,  
           -4001,  -3950,  -3900,  -3849,  -3799,  -3748,  -3698,  -3648,  
           -3597,  -3547,  -3496,  -3446,  -3395,  -3345,  -3295,  -3244,  
           -3194,  -3144,  -3093,  -3043,  -2992,  -2942,  -2892,  -2841,  
           -2791,  -2741,  -2690,  -2640,  -2590,  -2539,  -2489,  -2439,  
           -2388,  -2338,  -2288,  -2237,  -2187,  -2137,  -2086,  -2036,  
           -1986,  -1935,  -1885,  -1835,  -1784,  -1734,  -1684,  -1633,  
           -1583,  -1533,  -1483,  -1432,  -1382,  -1332,  -1281,  -1231,  
           -1181,  -1131,  -1080,  -1030,  -980,  -929,  -879,  -829,  
           -779,  -728,  -678,  -628,  -578,  -527,  -477,  -427,  
           -376,  -326,  -276,  -226,  -175,  -125,  -75,  -25,  
           25,  75,  125,  175,  226,  276,  326,  376,  
           427,  477,  527,  578,  628,  678,  728,  779,  
           829,  879,  929,  980,  1030,  1080,  1131,  1181,  
           1231,  1281,  1332,  1382,  1432,  1483,  1533,  1583,  
           1633,  1684,  1734,  1784,  1835,  1885,  1935,  1986,  
           2036,  2086,  2137,  2187,  2237,  2288,  2338,  2388,  
           2439,  2489,  2539,  2590,  2640,  2690,  2741,  2791,  
           2841,  2892,  2942,  2992,  3043,  3093,  3144,  3194,  
           3244,  3295,  3345,  3395,  3446,  3496,  3547,  3597,  
           3648,  3698,  3748,  3799,  3849,  3900,  3950,  4001,  
           4051,  4101,  4152,  4202,  4253,  4303,  4354,  4404,  
           4455,  4505,  4556,  4606,  4657,  4707,  4758,  4808,  
           4859,  4910,  4960,  5011,  5061,  5112,  5162,  5213,  
           5264,  5314,  5365,  5415,  5466,  5517,  5567,  5618,  
           5668,  5719,  5770,  5820,  5871,  5922,  5972,  6023,  
           6074,  6124,  6175,  6226,  6277,  6327,  6378,  6429,  
           6480,  6530,  6581,  6632,  6683,  6733,  6784,  6835,  
           6886,  6937,  6988,  7038,  7089,  7140,  7191,  7242,  
           7293,  7344,  7395,  7445,  7496,  7547,  7598,  7649,  
           7700,  7751,  7802,  7853,  7904,  7955,  8006,  8057,  
           8108,  8159,  8210,  8261,  8312,  8363,  8414,  8466,  
           8517,  8568,  8619,  8670,  8721,  8772,  8824,  8875,  
           8926,  8977,  9028,  9080,  9131,  9182,  9233,  9285,  
           9336,  9387,  9438,  9490,  9541,  9592,  9644,  9695,  
           9747,  9798,  9849,  9901,  9952,  10004,  10055,  10106,  
           10158,  10209,  10261,  10312,  10364,  10415,  10467,  10519,  
           10570,  10622,  10673,  10725,  10777,  10828,  10880,  10931,  
           10983,  11035,  11086,  11138,  11190,  11242,  11293,  11345,  
           11397,  11449,  11501,  11552,  11604,  11656,  11708,  11760,  
           11812,  11864,  11916,  11967,  12019,  12071,  12123,  12175,  
           12227,  12279,  12331,  12383,  12436,  12488,  12540,  12592,  
           12644,  12696,  12748,  12800,  12853,  12905,  12957,  13009,  
           13062,  13114,  13166,  13218,  13271,  13323,  13375,  13428,  
           13480,  13533,  13585,  13637,  13690,  13742,  13795,  13847,  
           13900,  13952,  14005,  14057,  14110,  14163,  14215,  14268,  
           14321,  14373,  14426,  14479,  14531,  14584,  14637,  14690,  
           14743,  14795,  14848,  14901,  14954,  15007,  15060,  15113,  
           15166,  15219,  15272,  15325,  15378,  15431,  15484,  15537,  
           15590,  15643,  15696,  15749,  15802,  15856,  15909,  15962,  
           16015,  16069,  16122,  16175,  16229,  16282,  16335,  16389,  
           16442,  16496,  16549,  16603,  16656,  16710,  16763,  16817,  
           16870,  16924,  16977,  17031,  17085,  17138,  17192,  17246,  
           17300,  17353,  17407,  17461,  17515,  17569,  17623,  17677,  
           17731,  17784,  17838,  17892,  17946,  18001,  18055,  18109,  
           18163,  18217,  18271,  18325,  18380,  18434,  18488,  18542,  
           18597,  18651,  18705,  18760,  18814,  18868,  18923,  18977,  
           19032,  19086,  19141,  19195,  19250,  19305,  19359,  19414,  
           19469,  19523,  19578,  19633,  19688,  19742,  19797,  19852,  
           19907,  19962,  20017,  20072,  20127,  20182,  20237,  20292,  
           20347,  20402,  20457,  20513,  20568,  20623,  20678,  20734,  
           20789,  20844,  20900,  20955,  21010,  21066,  21121,  21177,  
           21232,  21288,  21343,  21399,  21455,  21510,  21566,  21622,  
           21678,  21733,  21789,  21845,  21901,  21957,  22013,  22069,  
           22125,  22181,  22237,  22293,  22349,  22405,  22461,  22517,  
           22573,  22630,  22686,  22742,  22799,  22855,  22911,  22968,  
           23024,  23081,  23137,  23194,  23250,  23307,  23364,  23420,  
           23477,  23534,  23591,  23647,  23704,  23761,  23818,  23875,  
           23932,  23989,  24046,  24103,  24160,  24217,  24274,  24331,  
           24389,  24446,  24503,  24560,  24618,  24675,  24732,  24790,  
           24847,  24905,  24962,  25020,  25078,  25135,  25193,  25251,  
           25308,  25366,  25424,  25482,  25540,  25598,  25656,  25714,  
           25772,  25830,  25888,  25946,  26004,  26062,  26120,  26179,  
           26237,  26295,  26354,  26412,  26471,  26529,  26588,  26646,  
           26705,  26763,  26822,  26881,  26940,  26998,  27057,  27116,  
           27175,  27234,  27293,  27352,  27411,  27470,  27529,  27588,  
           27647,  27707,  27766,  27825,  27884,  27944,  28003,  28063,  
           28122,  28182,  28241,  28301,  28361,  28420,  28480,  28540,  
           28600,  28660,  28719,  28779,  28839,  28899,  28959,  29020,  
           29080,  29140,  29200,  29260,  29321,  29381,  29441,  29502,  
           29562,  29623,  29683,  29744,  29805,  29865,  29926,  29987,  
           30048,  30108,  30169,  30230,  30291,  30352,  30413,  30474,  
           30536,  30597,  30658,  30719,  30781,  30842,  30904,  30965,  
           31026,  31088,  31150,  31211,  31273,  31335,  31396,  31458,  
           31520,  31582,  31644,  31706,  31768,  31830,  31892,  31955,  
           32017,  32079,  32141,  32204,  32266,  32329,  32391,  32454,  
           32516,  32579,  32642,  32705,  32767,  32830,  32893,  32956,  
           33019,  33082,  33145,  33208,  33272,  33335,  33398,  33461,  
           33525,  33588,  33652,  33715,  33779,  33843,  33906,  33970,  
           34034,  34098,  34162,  34225,  34289,  34354,  34418,  34482,  
           34546,  34610,  34675,  34739,  34803,  34868,  34932,  34997,  
           35062,  35126,  35191,  35256,  35321,  35385,  35450,  35515,  
           35580,  35646,  35711,  35776,  35841,  35907,  35972,  36037,  
           36103,  36168,  36234,  36300,  36365,  36431,  36497,  36563,  
           36629,  36695,  36761,  36827,  36893,  36959,  37026,  37092,  
           37158,  37225,  37291,  37358,  37425,  37491,  37558,  37625,  
           37692,  37759,  37826,  37893,  37960,  38027,  38094,  38161,  
           38229,  38296,  38364,  38431,  38499,  38566,  38634,  38702,  
           38770,  38837,  38905,  38973,  39042,  39110,  39178,  39246,  
           39314,  39383,  39451,  39520,  39588,  39657,  39726,  39794,  
           39863,  39932,  40001,  40070,  40139,  40208,  40278,  40347,  
           40416,  40486,  40555,  40625,  40694,  40764,  40834,  40904,  
           40973,  41043,  41113,  41184,  41254,  41324,  41394,  41465,  
           41535,  41605,  41676,  41747,  41817,  41888,  41959,  42030,  
           42101,  42172,  42243,  42314,  42385,  42457,  42528,  42600,  
           42671,  42743,  42814,  42886,  42958,  43030,  43102,  43174,  
           43246,  43318,  43390,  43463,  43535,  43608,  43680,  43753,  
           43826,  43898,  43971,  44044,  44117,  44190,  44263,  44337,  
           44410,  44483,  44557,  44630,  44704,  44778,  44851,  44925,  
           44999,  45073,  45147,  45221,  45296,  45370,  45444,  45519,  
           45593,  45668,  45743,  45818,  45892,  45967,  46042,  46118,  
           46193,  46268,  46343,  46419,  46494,  46570,  46646,  46721,  
           46797,  46873,  46949,  47025,  47102,  47178,  47254,  47331,  
           47407,  47484,  47560,  47637,  47714,  47791,  47868,  47945,  
           48022,  48100,  48177,  48255,  48332,  48410,  48488,  48565,  
           48643,  48721,  48799,  48878,  48956,  49034,  49113,  49191,  
           49270,  49349,  49427,  49506,  49585,  49664,  49744,  49823,  
           49902,  49982,  50061,  50141,  50221,  50300,  50380,  50460,  
           50540,  50621,  50701,  50781,  50862,  50942,  51023,  51104,  
           51185,  51266,  51347,  51428,  51509,  51591,  51672,  51754,  
           51835,  51917,  51999,  52081,  52163,  52245,  52327,  52410,  
           52492,  52575,  52657,  52740,  52823,  52906,  52989,  53072,  
           53156,  53239,  53322,  53406,  53490,  53574,  53657,  53741,  
           53826,  53910,  53994,  54079,  54163,  54248,  54333,  54417,  
           54502,  54587,  54673,  54758,  54843,  54929,  55015,  55100,  
           55186,  55272,  55358,  55444,  55531,  55617,  55704,  55790,  
           55877,  55964,  56051,  56138,  56225,  56312,  56400,  56487,  
           56575,  56663,  56751,  56839,  56927,  57015,  57104,  57192,  
           57281,  57369,  57458,  57547,  57636,  57725,  57815,  57904,  
           57994,  58083,  58173,  58263,  58353,  58443,  58534,  58624,  
           58715,  58805,  58896,  58987,  59078,  59169,  59261,  59352,  
           59444,  59535,  59627,  59719,  59811,  59903,  59996,  60088,  
           60181,  60273,  60366,  60459,  60552,  60646,  60739,  60833,  
           60926,  61020,  61114,  61208,  61302,  61396,  61491,  61585,  
           61680,  61775,  61870,  61965,  62060,  62156,  62251,  62347,  
           62443,  62539,  62635,  62731,  62828,  62924,  63021,  63118,  
           63215,  63312,  63409,  63506,  63604,  63702,  63799,  63897,  
           63996,  64094,  64192,  64291,  64389,  64488,  64587,  64687,  
           64786,  64885,  64985,  65085,  65185,  65285,  65385,  65485,  
           65586,  65686,  65787,  65888,  65989,  66091,  66192,  66294,  
           66396,  66498,  66600,  66702,  66804,  66907,  67010,  67113,  
           67216,  67319,  67422,  67526,  67629,  67733,  67837,  67942,  
           68046,  68151,  68255,  68360,  68465,  68570,  68676,  68781,  
           68887,  68993,  69099,  69205,  69312,  69418,  69525,  69632,  
           69739,  69846,  69954,  70061,  70169,  70277,  70385,  70494,  
           70602,  70711,  70820,  70929,  71038,  71147,  71257,  71367,  
           71477,  71587,  71697,  71808,  71918,  72029,  72140,  72252,  
           72363,  72475,  72587,  72699,  72811,  72923,  73036,  73149,  
           73262,  73375,  73488,  73602,  73715,  73829,  73944,  74058,  
           74172,  74287,  74402,  74517,  74633,  74748,  74864,  74980,  
           75096,  75213,  75329,  75446,  75563,  75680,  75797,  75915,  
           76033,  76151,  76269,  76388,  76506,  76625,  76744,  76864,  
           76983,  77103,  77223,  77343,  77463,  77584,  77705,  77826,  
           77947,  78068,  78190,  78312,  78434,  78557,  78679,  78802,  
           78925,  79048,  79172,  79296,  79420,  79544,  79668,  79793,  
           79918,  80043,  80168,  80294,  80420,  80546,  80672,  80799,  
           80925,  81053,  81180,  81307,  81435,  81563,  81691,  81820,  
           81949,  82078,  82207,  82336,  82466,  82596,  82726,  82857,  
           82987,  83118,  83250,  83381,  83513,  83645,  83777,  83910,  
           84043,  84176,  84309,  84443,  84576,  84710,  84845,  84980,  
           85114,  85250,  85385,  85521,  85657,  85793,  85930,  86066,  
           86204,  86341,  86479,  86616,  86755,  86893,  87032,  87171,  
           87310,  87450,  87590,  87730,  87871,  88011,  88152,  88294,  
           88435,  88577,  88720,  88862,  89005,  89148,  89292,  89435,  
           89579,  89724,  89868,  90013,  90158,  90304,  90450,  90596,  
           90742,  90889,  91036,  91184,  91332,  91480,  91628,  91777,  
           91926,  92075,  92225,  92375,  92525,  92675,  92826,  92978,  
           93129,  93281,  93434,  93586,  93739,  93892,  94046,  94200,  
           94354,  94509,  94664,  94819,  94975,  95131,  95287,  95444,  
           95601,  95758,  95916,  96074,  96233,  96391,  96551,  96710,  
           96870,  97030,  97191,  97352,  97513,  97675,  97837,  98000,  
           98163,  98326,  98489,  98653,  98818,  98982,  99148,  99313,  
           99479,  99645,  99812,  99979,  100146,  100314,  100482,  100651,  
           100820,  100990,  101159,  101330,  101500,  101671,  101843,  102015,  
           102187,  102360,  102533,  102706,  102880,  103054,  103229,  103404,  
           103580,  103756,  103933,  104109,  104287,  104465,  104643,  104821,  
           105000,  105180,  105360,  105540,  105721,  105902,  106084,  106266,  
           106449,  106632,  106816,  107000,  107184,  107369,  107555,  107741,  
           107927,  108114,  108301,  108489,  108677,  108866,  109055,  109245,  
           109435,  109626,  109817,  110008,  110200,  110393,  110586,  110780,  
           110974,  111169,  111364,  111560,  111756,  111952,  112150,  112347,  
           112546,  112744,  112944,  113143,  113344,  113545,  113746,  113948,  
           114151,  114354,  114557,  114761,  114966,  115171,  115377,  115583,  
           115790,  115998,  116206,  116414,  116623,  116833,  117044,  117254,  
           117466,  117678,  117891,  118104,  118318,  118532,  118747,  118963,  
           119179,  119396,  119613,  119831,  120050,  120269,  120489,  120709,  
           120930,  121152,  121374,  121597,  121821,  122045,  122270,  122496,  
           122722,  122949,  123176,  123404,  123633,  123863,  124093,  124324,  
           124555,  124787,  125020,  125254,  125488,  125723,  125959,  126195,  
           126432,  126669,  126908,  127147,  127387,  127627,  127869,  128111,  
           128353,  128597,  128841,  129086,  129332,  129578,  129825,  130073,  
           130322,  130571,  130821,  131072,  131324,  131576,  131830,  132084,  
           132339,  132594,  132851,  133108,  133366,  133625,  133884,  134145,  
           134406,  134668,  134931,  135195,  135459,  135725,  135991,  136258,  
           136526,  136795,  137065,  137335,  137607,  137879,  138152,  138426,  
           138701,  138977,  139254,  139532,  139810,  140090,  140370,  140651,  
           140934,  141217,  141501,  141786,  142072,  142359,  142647,  142936,  
           143226,  143517,  143808,  144101,  144395,  144690,  144986,  145282,  
           145580,  145879,  146179,  146480,  146782,  147084,  147388,  147693,  
           148000,  148307,  148615,  148924,  149235,  149546,  149859,  150172,  
           150487,  150803,  151120,  151438,  151757,  152077,  152399,  152722,  
           153045,  153370,  153697,  154024,  154352,  154682,  155013,  155345,  
           155678,  156013,  156349,  156686,  157024,  157363,  157704,  158046,  
           158389,  158734,  159079,  159427,  159775,  160125,  160476,  160828,  
           161182,  161537,  161893,  162251,  162610,  162970,  163332,  163695,  
           164060,  164426,  164793,  165162,  165532,  165904,  166277,  166651,  
           167027,  167405,  167784,  168164,  168546,  168930,  169315,  169701,  
           170089,  170479,  170870,  171263,  171657,  172053,  172451,  172850,  
           173251,  173653,  174057,  174463,  174870,  175279,  175690,  176102,  
           176516,  176932,  177349,  177769,  178190,  178612,  179037,  179463,  
           179891,  180321,  180753,  181186,  181622,  182059,  182498,  182939,  
           183382,  183827,  184274,  184722,  185173,  185625,  186080,  186536,  
           186995,  187455,  187918,  188382,  188849,  189318,  189789,  190261,  
           190736,  191213,  191693,  192174,  192658,  193143,  193631,  194122,  
           194614,  195109,  195606,  196105,  196606,  197110,  197616,  198125,  
           198636,  199149,  199664,  200182,  200703,  201226,  201751,  202279,  
           202809,  203342,  203878,  204416,  204956,  205500,  206045,  206594,  
           207145,  207699,  208255,  208815,  209376,  209941,  210509,  211079,  
           211652,  212228,  212807,  213389,  213973,  214561,  215151,  215745,  
           216341,  216941,  217544,  218149,  218758,  219370,  219985,  220603,  
           221225,  221849,  222477,  223108,  223743,  224381,  225022,  225666,  
           226314,  226966,  227621,  228279,  228941,  229606,  230275,  230948,  
           231624,  232304,  232988,  233676,  234367,  235062,  235761,  236463,  
           237170,  237881,  238595,  239314,  240036,  240763,  241493,  242228,  
           242967,  243711,  244458,  245210,  245966,  246727,  247492,  248261,  
           249035,  249813,  250596,  251384,  252176,  252973,  253774,  254581,  
           255392,  256208,  257029,  257855,  258686,  259522,  260363,  261209,  
           262060,  262917,  263779,  264646,  265519,  266397,  267280,  268169,  
           269064,  269965,  270871,  271782,  272700,  273624,  274553,  275489,  
           276430,  277378,  278332,  279292,  280258,  281231,  282210,  283195,  
           284188,  285186,  286192,  287204,  288223,  289249,  290282,  291322,  
           292369,  293423,  294485,  295554,  296630,  297714,  298805,  299904,  
           301011,  302126,  303248,  304379,  305517,  306664,  307819,  308983,  
           310154,  311335,  312524,  313721,  314928,  316143,  317368,  318601,  
           319844,  321097,  322358,  323629,  324910,  326201,  327502,  328812,  
           330133,  331464,  332805,  334157,  335519,  336892,  338276,  339671,  
           341078,  342495,  343924,  345364,  346816,  348280,  349756,  351244,  
           352744,  354257,  355783,  357321,  358872,  360436,  362013,  363604,  
           365208,  366826,  368459,  370105,  371765,  373440,  375130,  376835,  
           378555,  380290,  382040,  383807,  385589,  387387,  389202,  391034,  
           392882,  394747,  396630,  398530,  400448,  402384,  404338,  406311,  
           408303,  410314,  412344,  414395,  416465,  418555,  420666,  422798,  
           424951,  427125,  429321,  431540,  433781,  436045,  438332,  440643,  
           442978,  445337,  447720,  450129,  452564,  455024,  457511,  460024,  
           462565,  465133,  467730,  470355,  473009,  475692,  478406,  481150,  
           483925,  486732,  489571,  492443,  495348,  498287,  501261,  504269,  
           507313,  510394,  513512,  516667,  519861,  523094,  526366,  529680,  
           533034,  536431,  539870,  543354,  546881,  550455,  554074,  557741,  
           561456,  565221,  569035,  572901,  576818,  580789,  584815,  588896,  
           593033,  597229,  601483,  605798,  610174,  614613,  619117,  623686,  
           628323,  633028,  637803,  642651,  647572,  652568,  657640,  662792,  
           668024,  673338,  678737,  684223,  689797,  695462,  701219,  707072,  
           713023,  719074,  725227,  731486,  737853,  744331,  750922,  757631,  
           764460,  771411,  778490,  785699,  793041,  800521,  808143,  815910,  
           823827,  831898,  840127,  848520,  857081,  865817,  874730,  883829,  
           893117,  902602,  912289,  922186,  932298,  942633,  953199,  964003,  
           975054,  986361,  997931,  1009774,  1021901,  1034322,  1047046,  1060087,  
           1073455,  1087164,  1101225,  1115654,  1130465,  1145673,  1161294,  1177345,  
           1193846,  1210813,  1228269,  1246234,  1264730,  1283783,  1303416,  1323658,  
           1344537,  1366084,  1388330,  1411312,  1435065,  1459630,  1485049,  1511367,  
           1538632,  1566898,  1596220,  1626658,  1658278,  1691149,  1725348,  1760956,  
           1798063,  1836758,  1877161,  1919378,  1963536,  2009771,  2058233,  2109087,  
           2162516,  2218719,  2277919,  2340362,  2406322,  2476104,  2550052,  2628549,  
           2712030,  2800983,  2895966,  2997613,  3106651,  3223918,  3350381,  3487165,  
           3635590,  3797206,  3973855,  4167737,  4381502,  4618375,  4882318,  5178251,  
           5512368,  5892567,  6329090,  6835455,  7429880,  8137527,  8994149,  10052327,  
           11392683,  13145455,  15535599,  18988036,  24413316,  34178904,  56965752,  170910304
          };
          
          
          int finesine[10240] =
          {
           25,  75,  125,  175,  226,  276,  326,  376,  
           427,  477,  527,  578,  628,  678,  728,  779,  
           829,  879,  929,  980,  1030,  1080,  1130,  1181,  
           1231,  1281,  1331,  1382,  1432,  1482,  1532,  1583,  
           1633,  1683,  1733,  1784,  1834,  1884,  1934,  1985,  
           2035,  2085,  2135,  2186,  2236,  2286,  2336,  2387,  
           2437,  2487,  2537,  2587,  2638,  2688,  2738,  2788,  
           2839,  2889,  2939,  2989,  3039,  3090,  3140,  3190,  
           3240,  3291,  3341,  3391,  3441,  3491,  3541,  3592,  
           3642,  3692,  3742,  3792,  3843,  3893,  3943,  3993,  
           4043,  4093,  4144,  4194,  4244,  4294,  4344,  4394,  
           4445,  4495,  4545,  4595,  4645,  4695,  4745,  4796,  
           4846,  4896,  4946,  4996,  5046,  5096,  5146,  5197,  
           5247,  5297,  5347,  5397,  5447,  5497,  5547,  5597,  
           5647,  5697,  5748,  5798,  5848,  5898,  5948,  5998,  
           6048,  6098,  6148,  6198,  6248,  6298,  6348,  6398,  
           6448,  6498,  6548,  6598,  6648,  6698,  6748,  6798,  
           6848,  6898,  6948,  6998,  7048,  7098,  7148,  7198,  
           7248,  7298,  7348,  7398,  7448,  7498,  7548,  7598,  
           7648,  7697,  7747,  7797,  7847,  7897,  7947,  7997,  
           8047,  8097,  8147,  8196,  8246,  8296,  8346,  8396,  
           8446,  8496,  8545,  8595,  8645,  8695,  8745,  8794,  
           8844,  8894,  8944,  8994,  9043,  9093,  9143,  9193,  
           9243,  9292,  9342,  9392,  9442,  9491,  9541,  9591,  
           9640,  9690,  9740,  9790,  9839,  9889,  9939,  9988,  
           10038,  10088,  10137,  10187,  10237,  10286,  10336,  10386,  
           10435,  10485,  10534,  10584,  10634,  10683,  10733,  10782,  
           10832,  10882,  10931,  10981,  11030,  11080,  11129,  11179,  
           11228,  11278,  11327,  11377,  11426,  11476,  11525,  11575,  
           11624,  11674,  11723,  11773,  11822,  11872,  11921,  11970,  
           12020,  12069,  12119,  12168,  12218,  12267,  12316,  12366,  
           12415,  12464,  12514,  12563,  12612,  12662,  12711,  12760,  
           12810,  12859,  12908,  12957,  13007,  13056,  13105,  13154,  
           13204,  13253,  13302,  13351,  13401,  13450,  13499,  13548,  
           13597,  13647,  13696,  13745,  13794,  13843,  13892,  13941,  
           13990,  14040,  14089,  14138,  14187,  14236,  14285,  14334,  
           14383,  14432,  14481,  14530,  14579,  14628,  14677,  14726,  
           14775,  14824,  14873,  14922,  14971,  15020,  15069,  15118,  
           15167,  15215,  15264,  15313,  15362,  15411,  15460,  15509,  
           15557,  15606,  15655,  15704,  15753,  15802,  15850,  15899,  
           15948,  15997,  16045,  16094,  16143,  16191,  16240,  16289,  
           16338,  16386,  16435,  16484,  16532,  16581,  16629,  16678,  
           16727,  16775,  16824,  16872,  16921,  16970,  17018,  17067,  
           17115,  17164,  17212,  17261,  17309,  17358,  17406,  17455,  
           17503,  17551,  17600,  17648,  17697,  17745,  17793,  17842,  
           17890,  17939,  17987,  18035,  18084,  18132,  18180,  18228,  
           18277,  18325,  18373,  18421,  18470,  18518,  18566,  18614,  
           18663,  18711,  18759,  18807,  18855,  18903,  18951,  19000,  
           19048,  19096,  19144,  19192,  19240,  19288,  19336,  19384,  
           19432,  19480,  19528,  19576,  19624,  19672,  19720,  19768,  
           19816,  19864,  19912,  19959,  20007,  20055,  20103,  20151,  
           20199,  20246,  20294,  20342,  20390,  20438,  20485,  20533,  
           20581,  20629,  20676,  20724,  20772,  20819,  20867,  20915,  
           20962,  21010,  21057,  21105,  21153,  21200,  21248,  21295,  
           21343,  21390,  21438,  21485,  21533,  21580,  21628,  21675,  
           21723,  21770,  21817,  21865,  21912,  21960,  22007,  22054,  
           22102,  22149,  22196,  22243,  22291,  22338,  22385,  22433,  
           22480,  22527,  22574,  22621,  22668,  22716,  22763,  22810,  
           22857,  22904,  22951,  22998,  23045,  23092,  23139,  23186,  
           23233,  23280,  23327,  23374,  23421,  23468,  23515,  23562,  
           23609,  23656,  23703,  23750,  23796,  23843,  23890,  23937,  
           23984,  24030,  24077,  24124,  24171,  24217,  24264,  24311,  
           24357,  24404,  24451,  24497,  24544,  24591,  24637,  24684,  
           24730,  24777,  24823,  24870,  24916,  24963,  25009,  25056,  
           25102,  25149,  25195,  25241,  25288,  25334,  25381,  25427,  
           25473,  25520,  25566,  25612,  25658,  25705,  25751,  25797,  
           25843,  25889,  25936,  25982,  26028,  26074,  26120,  26166,  
           26212,  26258,  26304,  26350,  26396,  26442,  26488,  26534,  
           26580,  26626,  26672,  26718,  26764,  26810,  26856,  26902,  
           26947,  26993,  27039,  27085,  27131,  27176,  27222,  27268,  
           27313,  27359,  27405,  27450,  27496,  27542,  27587,  27633,  
           27678,  27724,  27770,  27815,  27861,  27906,  27952,  27997,  
           28042,  28088,  28133,  28179,  28224,  28269,  28315,  28360,  
           28405,  28451,  28496,  28541,  28586,  28632,  28677,  28722,  
           28767,  28812,  28858,  28903,  28948,  28993,  29038,  29083,  
           29128,  29173,  29218,  29263,  29308,  29353,  29398,  29443,  
           29488,  29533,  29577,  29622,  29667,  29712,  29757,  29801,  
           29846,  29891,  29936,  29980,  30025,  30070,  30114,  30159,  
           30204,  30248,  30293,  30337,  30382,  30426,  30471,  30515,  
           30560,  30604,  30649,  30693,  30738,  30782,  30826,  30871,  
           30915,  30959,  31004,  31048,  31092,  31136,  31181,  31225,  
           31269,  31313,  31357,  31402,  31446,  31490,  31534,  31578,  
           31622,  31666,  31710,  31754,  31798,  31842,  31886,  31930,  
           31974,  32017,  32061,  32105,  32149,  32193,  32236,  32280,  
           32324,  32368,  32411,  32455,  32499,  32542,  32586,  32630,  
           32673,  32717,  32760,  32804,  32847,  32891,  32934,  32978,  
           33021,  33065,  33108,  33151,  33195,  33238,  33281,  33325,  
           33368,  33411,  33454,  33498,  33541,  33584,  33627,  33670,  
           33713,  33756,  33799,  33843,  33886,  33929,  33972,  34015,  
           34057,  34100,  34143,  34186,  34229,  34272,  34315,  34358,  
           34400,  34443,  34486,  34529,  34571,  34614,  34657,  34699,  
           34742,  34785,  34827,  34870,  34912,  34955,  34997,  35040,  
           35082,  35125,  35167,  35210,  35252,  35294,  35337,  35379,  
           35421,  35464,  35506,  35548,  35590,  35633,  35675,  35717,  
           35759,  35801,  35843,  35885,  35927,  35969,  36011,  36053,  
           36095,  36137,  36179,  36221,  36263,  36305,  36347,  36388,  
           36430,  36472,  36514,  36555,  36597,  36639,  36681,  36722,  
           36764,  36805,  36847,  36889,  36930,  36972,  37013,  37055,  
           37096,  37137,  37179,  37220,  37262,  37303,  37344,  37386,  
           37427,  37468,  37509,  37551,  37592,  37633,  37674,  37715,  
           37756,  37797,  37838,  37879,  37920,  37961,  38002,  38043,  
           38084,  38125,  38166,  38207,  38248,  38288,  38329,  38370,  
           38411,  38451,  38492,  38533,  38573,  38614,  38655,  38695,  
           38736,  38776,  38817,  38857,  38898,  38938,  38979,  39019,  
           39059,  39100,  39140,  39180,  39221,  39261,  39301,  39341,  
           39382,  39422,  39462,  39502,  39542,  39582,  39622,  39662,  
           39702,  39742,  39782,  39822,  39862,  39902,  39942,  39982,  
           40021,  40061,  40101,  40141,  40180,  40220,  40260,  40300,  
           40339,  40379,  40418,  40458,  40497,  40537,  40576,  40616,  
           40655,  40695,  40734,  40773,  40813,  40852,  40891,  40931,  
           40970,  41009,  41048,  41087,  41127,  41166,  41205,  41244,  
           41283,  41322,  41361,  41400,  41439,  41478,  41517,  41556,  
           41595,  41633,  41672,  41711,  41750,  41788,  41827,  41866,  
           41904,  41943,  41982,  42020,  42059,  42097,  42136,  42174,  
           42213,  42251,  42290,  42328,  42366,  42405,  42443,  42481,  
           42520,  42558,  42596,  42634,  42672,  42711,  42749,  42787,  
           42825,  42863,  42901,  42939,  42977,  43015,  43053,  43091,  
           43128,  43166,  43204,  43242,  43280,  43317,  43355,  43393,  
           43430,  43468,  43506,  43543,  43581,  43618,  43656,  43693,  
           43731,  43768,  43806,  43843,  43880,  43918,  43955,  43992,  
           44029,  44067,  44104,  44141,  44178,  44215,  44252,  44289,  
           44326,  44363,  44400,  44437,  44474,  44511,  44548,  44585,  
           44622,  44659,  44695,  44732,  44769,  44806,  44842,  44879,  
           44915,  44952,  44989,  45025,  45062,  45098,  45135,  45171,  
           45207,  45244,  45280,  45316,  45353,  45389,  45425,  45462,  
           45498,  45534,  45570,  45606,  45642,  45678,  45714,  45750,  
           45786,  45822,  45858,  45894,  45930,  45966,  46002,  46037,  
           46073,  46109,  46145,  46180,  46216,  46252,  46287,  46323,  
           46358,  46394,  46429,  46465,  46500,  46536,  46571,  46606,  
           46642,  46677,  46712,  46747,  46783,  46818,  46853,  46888,  
           46923,  46958,  46993,  47028,  47063,  47098,  47133,  47168,  
           47203,  47238,  47273,  47308,  47342,  47377,  47412,  47446,  
           47481,  47516,  47550,  47585,  47619,  47654,  47688,  47723,  
           47757,  47792,  47826,  47860,  47895,  47929,  47963,  47998,  
           48032,  48066,  48100,  48134,  48168,  48202,  48237,  48271,  
           48305,  48338,  48372,  48406,  48440,  48474,  48508,  48542,  
           48575,  48609,  48643,  48676,  48710,  48744,  48777,  48811,  
           48844,  48878,  48911,  48945,  48978,  49012,  49045,  49078,  
           49112,  49145,  49178,  49211,  49244,  49278,  49311,  49344,  
           49377,  49410,  49443,  49476,  49509,  49542,  49575,  49608,  
           49640,  49673,  49706,  49739,  49771,  49804,  49837,  49869,  
           49902,  49935,  49967,  50000,  50032,  50065,  50097,  50129,  
           50162,  50194,  50226,  50259,  50291,  50323,  50355,  50387,  
           50420,  50452,  50484,  50516,  50548,  50580,  50612,  50644,  
           50675,  50707,  50739,  50771,  50803,  50834,  50866,  50898,  
           50929,  50961,  50993,  51024,  51056,  51087,  51119,  51150,  
           51182,  51213,  51244,  51276,  51307,  51338,  51369,  51401,  
           51432,  51463,  51494,  51525,  51556,  51587,  51618,  51649,  
           51680,  51711,  51742,  51773,  51803,  51834,  51865,  51896,  
           51926,  51957,  51988,  52018,  52049,  52079,  52110,  52140,  
           52171,  52201,  52231,  52262,  52292,  52322,  52353,  52383,  
           52413,  52443,  52473,  52503,  52534,  52564,  52594,  52624,  
           52653,  52683,  52713,  52743,  52773,  52803,  52832,  52862,  
           52892,  52922,  52951,  52981,  53010,  53040,  53069,  53099,  
           53128,  53158,  53187,  53216,  53246,  53275,  53304,  53334,  
           53363,  53392,  53421,  53450,  53479,  53508,  53537,  53566,  
           53595,  53624,  53653,  53682,  53711,  53739,  53768,  53797,  
           53826,  53854,  53883,  53911,  53940,  53969,  53997,  54026,  
           54054,  54082,  54111,  54139,  54167,  54196,  54224,  54252,  
           54280,  54308,  54337,  54365,  54393,  54421,  54449,  54477,  
           54505,  54533,  54560,  54588,  54616,  54644,  54672,  54699,  
           54727,  54755,  54782,  54810,  54837,  54865,  54892,  54920,  
           54947,  54974,  55002,  55029,  55056,  55084,  55111,  55138,  
           55165,  55192,  55219,  55246,  55274,  55300,  55327,  55354,  
           55381,  55408,  55435,  55462,  55489,  55515,  55542,  55569,  
           55595,  55622,  55648,  55675,  55701,  55728,  55754,  55781,  
           55807,  55833,  55860,  55886,  55912,  55938,  55965,  55991,  
           56017,  56043,  56069,  56095,  56121,  56147,  56173,  56199,  
           56225,  56250,  56276,  56302,  56328,  56353,  56379,  56404,  
           56430,  56456,  56481,  56507,  56532,  56557,  56583,  56608,  
           56633,  56659,  56684,  56709,  56734,  56760,  56785,  56810,  
           56835,  56860,  56885,  56910,  56935,  56959,  56984,  57009,  
           57034,  57059,  57083,  57108,  57133,  57157,  57182,  57206,  
           57231,  57255,  57280,  57304,  57329,  57353,  57377,  57402,  
           57426,  57450,  57474,  57498,  57522,  57546,  57570,  57594,  
           57618,  57642,  57666,  57690,  57714,  57738,  57762,  57785,  
           57809,  57833,  57856,  57880,  57903,  57927,  57950,  57974,  
           57997,  58021,  58044,  58067,  58091,  58114,  58137,  58160,  
           58183,  58207,  58230,  58253,  58276,  58299,  58322,  58345,  
           58367,  58390,  58413,  58436,  58459,  58481,  58504,  58527,  
           58549,  58572,  58594,  58617,  58639,  58662,  58684,  58706,  
           58729,  58751,  58773,  58795,  58818,  58840,  58862,  58884,  
           58906,  58928,  58950,  58972,  58994,  59016,  59038,  59059,  
           59081,  59103,  59125,  59146,  59168,  59190,  59211,  59233,  
           59254,  59276,  59297,  59318,  59340,  59361,  59382,  59404,  
           59425,  59446,  59467,  59488,  59509,  59530,  59551,  59572,  
           59593,  59614,  59635,  59656,  59677,  59697,  59718,  59739,  
           59759,  59780,  59801,  59821,  59842,  59862,  59883,  59903,  
           59923,  59944,  59964,  59984,  60004,  60025,  60045,  60065,  
           60085,  60105,  60125,  60145,  60165,  60185,  60205,  60225,  
           60244,  60264,  60284,  60304,  60323,  60343,  60363,  60382,  
           60402,  60421,  60441,  60460,  60479,  60499,  60518,  60537,  
           60556,  60576,  60595,  60614,  60633,  60652,  60671,  60690,  
           60709,  60728,  60747,  60766,  60785,  60803,  60822,  60841,  
           60859,  60878,  60897,  60915,  60934,  60952,  60971,  60989,  
           61007,  61026,  61044,  61062,  61081,  61099,  61117,  61135,  
           61153,  61171,  61189,  61207,  61225,  61243,  61261,  61279,  
           61297,  61314,  61332,  61350,  61367,  61385,  61403,  61420,  
           61438,  61455,  61473,  61490,  61507,  61525,  61542,  61559,  
           61577,  61594,  61611,  61628,  61645,  61662,  61679,  61696,  
           61713,  61730,  61747,  61764,  61780,  61797,  61814,  61831,  
           61847,  61864,  61880,  61897,  61913,  61930,  61946,  61963,  
           61979,  61995,  62012,  62028,  62044,  62060,  62076,  62092,  
           62108,  62125,  62141,  62156,  62172,  62188,  62204,  62220,  
           62236,  62251,  62267,  62283,  62298,  62314,  62329,  62345,  
           62360,  62376,  62391,  62407,  62422,  62437,  62453,  62468,  
           62483,  62498,  62513,  62528,  62543,  62558,  62573,  62588,  
           62603,  62618,  62633,  62648,  62662,  62677,  62692,  62706,  
           62721,  62735,  62750,  62764,  62779,  62793,  62808,  62822,  
           62836,  62850,  62865,  62879,  62893,  62907,  62921,  62935,  
           62949,  62963,  62977,  62991,  63005,  63019,  63032,  63046,  
           63060,  63074,  63087,  63101,  63114,  63128,  63141,  63155,  
           63168,  63182,  63195,  63208,  63221,  63235,  63248,  63261,  
           63274,  63287,  63300,  63313,  63326,  63339,  63352,  63365,  
           63378,  63390,  63403,  63416,  63429,  63441,  63454,  63466,  
           63479,  63491,  63504,  63516,  63528,  63541,  63553,  63565,  
           63578,  63590,  63602,  63614,  63626,  63638,  63650,  63662,  
           63674,  63686,  63698,  63709,  63721,  63733,  63745,  63756,  
           63768,  63779,  63791,  63803,  63814,  63825,  63837,  63848,  
           63859,  63871,  63882,  63893,  63904,  63915,  63927,  63938,  
           63949,  63960,  63971,  63981,  63992,  64003,  64014,  64025,  
           64035,  64046,  64057,  64067,  64078,  64088,  64099,  64109,  
           64120,  64130,  64140,  64151,  64161,  64171,  64181,  64192,  
           64202,  64212,  64222,  64232,  64242,  64252,  64261,  64271,  
           64281,  64291,  64301,  64310,  64320,  64330,  64339,  64349,  
           64358,  64368,  64377,  64387,  64396,  64405,  64414,  64424,  
           64433,  64442,  64451,  64460,  64469,  64478,  64487,  64496,  
           64505,  64514,  64523,  64532,  64540,  64549,  64558,  64566,  
           64575,  64584,  64592,  64601,  64609,  64617,  64626,  64634,  
           64642,  64651,  64659,  64667,  64675,  64683,  64691,  64699,  
           64707,  64715,  64723,  64731,  64739,  64747,  64754,  64762,  
           64770,  64777,  64785,  64793,  64800,  64808,  64815,  64822,  
           64830,  64837,  64844,  64852,  64859,  64866,  64873,  64880,  
           64887,  64895,  64902,  64908,  64915,  64922,  64929,  64936,  
           64943,  64949,  64956,  64963,  64969,  64976,  64982,  64989,  
           64995,  65002,  65008,  65015,  65021,  65027,  65033,  65040,  
           65046,  65052,  65058,  65064,  65070,  65076,  65082,  65088,  
           65094,  65099,  65105,  65111,  65117,  65122,  65128,  65133,  
           65139,  65144,  65150,  65155,  65161,  65166,  65171,  65177,  
           65182,  65187,  65192,  65197,  65202,  65207,  65212,  65217,  
           65222,  65227,  65232,  65237,  65242,  65246,  65251,  65256,  
           65260,  65265,  65270,  65274,  65279,  65283,  65287,  65292,  
           65296,  65300,  65305,  65309,  65313,  65317,  65321,  65325,  
           65329,  65333,  65337,  65341,  65345,  65349,  65352,  65356,  
           65360,  65363,  65367,  65371,  65374,  65378,  65381,  65385,  
           65388,  65391,  65395,  65398,  65401,  65404,  65408,  65411,  
           65414,  65417,  65420,  65423,  65426,  65429,  65431,  65434,  
           65437,  65440,  65442,  65445,  65448,  65450,  65453,  65455,  
           65458,  65460,  65463,  65465,  65467,  65470,  65472,  65474,  
           65476,  65478,  65480,  65482,  65484,  65486,  65488,  65490,  
           65492,  65494,  65496,  65497,  65499,  65501,  65502,  65504,  
           65505,  65507,  65508,  65510,  65511,  65513,  65514,  65515,  
           65516,  65518,  65519,  65520,  65521,  65522,  65523,  65524,  
           65525,  65526,  65527,  65527,  65528,  65529,  65530,  65530,  
           65531,  65531,  65532,  65532,  65533,  65533,  65534,  65534,  
           65534,  65535,  65535,  65535,  65535,  65535,  65535,  65535,  
           65535,  65535,  65535,  65535,  65535,  65535,  65535,  65534,  
           65534,  65534,  65533,  65533,  65532,  65532,  65531,  65531,  
           65530,  65530,  65529,  65528,  65527,  65527,  65526,  65525,  
           65524,  65523,  65522,  65521,  65520,  65519,  65518,  65516,  
           65515,  65514,  65513,  65511,  65510,  65508,  65507,  65505,  
           65504,  65502,  65501,  65499,  65497,  65496,  65494,  65492,  
           65490,  65488,  65486,  65484,  65482,  65480,  65478,  65476,  
           65474,  65472,  65470,  65467,  65465,  65463,  65460,  65458,  
           65455,  65453,  65450,  65448,  65445,  65442,  65440,  65437,  
           65434,  65431,  65429,  65426,  65423,  65420,  65417,  65414,  
           65411,  65408,  65404,  65401,  65398,  65395,  65391,  65388,  
           65385,  65381,  65378,  65374,  65371,  65367,  65363,  65360,  
           65356,  65352,  65349,  65345,  65341,  65337,  65333,  65329,  
           65325,  65321,  65317,  65313,  65309,  65305,  65300,  65296,  
           65292,  65287,  65283,  65279,  65274,  65270,  65265,  65260,  
           65256,  65251,  65246,  65242,  65237,  65232,  65227,  65222,  
           65217,  65212,  65207,  65202,  65197,  65192,  65187,  65182,  
           65177,  65171,  65166,  65161,  65155,  65150,  65144,  65139,  
           65133,  65128,  65122,  65117,  65111,  65105,  65099,  65094,  
           65088,  65082,  65076,  65070,  65064,  65058,  65052,  65046,  
           65040,  65033,  65027,  65021,  65015,  65008,  65002,  64995,  
           64989,  64982,  64976,  64969,  64963,  64956,  64949,  64943,  
           64936,  64929,  64922,  64915,  64908,  64902,  64895,  64887,  
           64880,  64873,  64866,  64859,  64852,  64844,  64837,  64830,  
           64822,  64815,  64808,  64800,  64793,  64785,  64777,  64770,  
           64762,  64754,  64747,  64739,  64731,  64723,  64715,  64707,  
           64699,  64691,  64683,  64675,  64667,  64659,  64651,  64642,  
           64634,  64626,  64617,  64609,  64600,  64592,  64584,  64575,  
           64566,  64558,  64549,  64540,  64532,  64523,  64514,  64505,  
           64496,  64487,  64478,  64469,  64460,  64451,  64442,  64433,  
           64424,  64414,  64405,  64396,  64387,  64377,  64368,  64358,  
           64349,  64339,  64330,  64320,  64310,  64301,  64291,  64281,  
           64271,  64261,  64252,  64242,  64232,  64222,  64212,  64202,  
           64192,  64181,  64171,  64161,  64151,  64140,  64130,  64120,  
           64109,  64099,  64088,  64078,  64067,  64057,  64046,  64035,  
           64025,  64014,  64003,  63992,  63981,  63971,  63960,  63949,  
           63938,  63927,  63915,  63904,  63893,  63882,  63871,  63859,  
           63848,  63837,  63825,  63814,  63803,  63791,  63779,  63768,  
           63756,  63745,  63733,  63721,  63709,  63698,  63686,  63674,  
           63662,  63650,  63638,  63626,  63614,  63602,  63590,  63578,  
           63565,  63553,  63541,  63528,  63516,  63504,  63491,  63479,  
           63466,  63454,  63441,  63429,  63416,  63403,  63390,  63378,  
           63365,  63352,  63339,  63326,  63313,  63300,  63287,  63274,  
           63261,  63248,  63235,  63221,  63208,  63195,  63182,  63168,  
           63155,  63141,  63128,  63114,  63101,  63087,  63074,  63060,  
           63046,  63032,  63019,  63005,  62991,  62977,  62963,  62949,  
           62935,  62921,  62907,  62893,  62879,  62865,  62850,  62836,  
           62822,  62808,  62793,  62779,  62764,  62750,  62735,  62721,  
           62706,  62692,  62677,  62662,  62648,  62633,  62618,  62603,  
           62588,  62573,  62558,  62543,  62528,  62513,  62498,  62483,  
           62468,  62453,  62437,  62422,  62407,  62391,  62376,  62360,  
           62345,  62329,  62314,  62298,  62283,  62267,  62251,  62236,  
           62220,  62204,  62188,  62172,  62156,  62141,  62125,  62108,  
           62092,  62076,  62060,  62044,  62028,  62012,  61995,  61979,  
           61963,  61946,  61930,  61913,  61897,  61880,  61864,  61847,  
           61831,  61814,  61797,  61780,  61764,  61747,  61730,  61713,  
           61696,  61679,  61662,  61645,  61628,  61611,  61594,  61577,  
           61559,  61542,  61525,  61507,  61490,  61473,  61455,  61438,  
           61420,  61403,  61385,  61367,  61350,  61332,  61314,  61297,  
           61279,  61261,  61243,  61225,  61207,  61189,  61171,  61153,  
           61135,  61117,  61099,  61081,  61062,  61044,  61026,  61007,  
           60989,  60971,  60952,  60934,  60915,  60897,  60878,  60859,  
           60841,  60822,  60803,  60785,  60766,  60747,  60728,  60709,  
           60690,  60671,  60652,  60633,  60614,  60595,  60576,  60556,  
           60537,  60518,  60499,  60479,  60460,  60441,  60421,  60402,  
           60382,  60363,  60343,  60323,  60304,  60284,  60264,  60244,  
           60225,  60205,  60185,  60165,  60145,  60125,  60105,  60085,  
           60065,  60045,  60025,  60004,  59984,  59964,  59944,  59923,  
           59903,  59883,  59862,  59842,  59821,  59801,  59780,  59759,  
           59739,  59718,  59697,  59677,  59656,  59635,  59614,  59593,  
           59572,  59551,  59530,  59509,  59488,  59467,  59446,  59425,  
           59404,  59382,  59361,  59340,  59318,  59297,  59276,  59254,  
           59233,  59211,  59190,  59168,  59146,  59125,  59103,  59081,  
           59059,  59038,  59016,  58994,  58972,  58950,  58928,  58906,  
           58884,  58862,  58840,  58818,  58795,  58773,  58751,  58729,  
           58706,  58684,  58662,  58639,  58617,  58594,  58572,  58549,  
           58527,  58504,  58481,  58459,  58436,  58413,  58390,  58367,  
           58345,  58322,  58299,  58276,  58253,  58230,  58207,  58183,  
           58160,  58137,  58114,  58091,  58067,  58044,  58021,  57997,  
           57974,  57950,  57927,  57903,  57880,  57856,  57833,  57809,  
           57785,  57762,  57738,  57714,  57690,  57666,  57642,  57618,  
           57594,  57570,  57546,  57522,  57498,  57474,  57450,  57426,  
           57402,  57377,  57353,  57329,  57304,  57280,  57255,  57231,  
           57206,  57182,  57157,  57133,  57108,  57083,  57059,  57034,  
           57009,  56984,  56959,  56935,  56910,  56885,  56860,  56835,  
           56810,  56785,  56760,  56734,  56709,  56684,  56659,  56633,  
           56608,  56583,  56557,  56532,  56507,  56481,  56456,  56430,  
           56404,  56379,  56353,  56328,  56302,  56276,  56250,  56225,  
           56199,  56173,  56147,  56121,  56095,  56069,  56043,  56017,  
           55991,  55965,  55938,  55912,  55886,  55860,  55833,  55807,  
           55781,  55754,  55728,  55701,  55675,  55648,  55622,  55595,  
           55569,  55542,  55515,  55489,  55462,  55435,  55408,  55381,  
           55354,  55327,  55300,  55274,  55246,  55219,  55192,  55165,  
           55138,  55111,  55084,  55056,  55029,  55002,  54974,  54947,  
           54920,  54892,  54865,  54837,  54810,  54782,  54755,  54727,  
           54699,  54672,  54644,  54616,  54588,  54560,  54533,  54505,  
           54477,  54449,  54421,  54393,  54365,  54337,  54308,  54280,  
           54252,  54224,  54196,  54167,  54139,  54111,  54082,  54054,  
           54026,  53997,  53969,  53940,  53911,  53883,  53854,  53826,  
           53797,  53768,  53739,  53711,  53682,  53653,  53624,  53595,  
           53566,  53537,  53508,  53479,  53450,  53421,  53392,  53363,  
           53334,  53304,  53275,  53246,  53216,  53187,  53158,  53128,  
           53099,  53069,  53040,  53010,  52981,  52951,  52922,  52892,  
           52862,  52832,  52803,  52773,  52743,  52713,  52683,  52653,  
           52624,  52594,  52564,  52534,  52503,  52473,  52443,  52413,  
           52383,  52353,  52322,  52292,  52262,  52231,  52201,  52171,  
           52140,  52110,  52079,  52049,  52018,  51988,  51957,  51926,  
           51896,  51865,  51834,  51803,  51773,  51742,  51711,  51680,  
           51649,  51618,  51587,  51556,  51525,  51494,  51463,  51432,  
           51401,  51369,  51338,  51307,  51276,  51244,  51213,  51182,  
           51150,  51119,  51087,  51056,  51024,  50993,  50961,  50929,  
           50898,  50866,  50834,  50803,  50771,  50739,  50707,  50675,  
           50644,  50612,  50580,  50548,  50516,  50484,  50452,  50420,  
           50387,  50355,  50323,  50291,  50259,  50226,  50194,  50162,  
           50129,  50097,  50065,  50032,  50000,  49967,  49935,  49902,  
           49869,  49837,  49804,  49771,  49739,  49706,  49673,  49640,  
           49608,  49575,  49542,  49509,  49476,  49443,  49410,  49377,  
           49344,  49311,  49278,  49244,  49211,  49178,  49145,  49112,  
           49078,  49045,  49012,  48978,  48945,  48911,  48878,  48844,  
           48811,  48777,  48744,  48710,  48676,  48643,  48609,  48575,  
           48542,  48508,  48474,  48440,  48406,  48372,  48338,  48304,  
           48271,  48237,  48202,  48168,  48134,  48100,  48066,  48032,  
           47998,  47963,  47929,  47895,  47860,  47826,  47792,  47757,  
           47723,  47688,  47654,  47619,  47585,  47550,  47516,  47481,  
           47446,  47412,  47377,  47342,  47308,  47273,  47238,  47203,  
           47168,  47133,  47098,  47063,  47028,  46993,  46958,  46923,  
           46888,  46853,  46818,  46783,  46747,  46712,  46677,  46642,  
           46606,  46571,  46536,  46500,  46465,  46429,  46394,  46358,  
           46323,  46287,  46252,  46216,  46180,  46145,  46109,  46073,  
           46037,  46002,  45966,  45930,  45894,  45858,  45822,  45786,  
           45750,  45714,  45678,  45642,  45606,  45570,  45534,  45498,  
           45462,  45425,  45389,  45353,  45316,  45280,  45244,  45207,  
           45171,  45135,  45098,  45062,  45025,  44989,  44952,  44915,  
           44879,  44842,  44806,  44769,  44732,  44695,  44659,  44622,  
           44585,  44548,  44511,  44474,  44437,  44400,  44363,  44326,  
           44289,  44252,  44215,  44178,  44141,  44104,  44067,  44029,  
           43992,  43955,  43918,  43880,  43843,  43806,  43768,  43731,  
           43693,  43656,  43618,  43581,  43543,  43506,  43468,  43430,  
           43393,  43355,  43317,  43280,  43242,  43204,  43166,  43128,  
           43091,  43053,  43015,  42977,  42939,  42901,  42863,  42825,  
           42787,  42749,  42711,  42672,  42634,  42596,  42558,  42520,  
           42481,  42443,  42405,  42366,  42328,  42290,  42251,  42213,  
           42174,  42136,  42097,  42059,  42020,  41982,  41943,  41904,  
           41866,  41827,  41788,  41750,  41711,  41672,  41633,  41595,  
           41556,  41517,  41478,  41439,  41400,  41361,  41322,  41283,  
           41244,  41205,  41166,  41127,  41088,  41048,  41009,  40970,  
           40931,  40891,  40852,  40813,  40773,  40734,  40695,  40655,  
           40616,  40576,  40537,  40497,  40458,  40418,  40379,  40339,  
           40300,  40260,  40220,  40180,  40141,  40101,  40061,  40021,  
           39982,  39942,  39902,  39862,  39822,  39782,  39742,  39702,  
           39662,  39622,  39582,  39542,  39502,  39462,  39422,  39382,  
           39341,  39301,  39261,  39221,  39180,  39140,  39100,  39059,  
           39019,  38979,  38938,  38898,  38857,  38817,  38776,  38736,  
           38695,  38655,  38614,  38573,  38533,  38492,  38451,  38411,  
           38370,  38329,  38288,  38248,  38207,  38166,  38125,  38084,  
           38043,  38002,  37961,  37920,  37879,  37838,  37797,  37756,  
           37715,  37674,  37633,  37592,  37551,  37509,  37468,  37427,  
           37386,  37344,  37303,  37262,  37220,  37179,  37137,  37096,  
           37055,  37013,  36972,  36930,  36889,  36847,  36805,  36764,  
           36722,  36681,  36639,  36597,  36556,  36514,  36472,  36430,  
           36388,  36347,  36305,  36263,  36221,  36179,  36137,  36095,  
           36053,  36011,  35969,  35927,  35885,  35843,  35801,  35759,  
           35717,  35675,  35633,  35590,  35548,  35506,  35464,  35421,  
           35379,  35337,  35294,  35252,  35210,  35167,  35125,  35082,  
           35040,  34997,  34955,  34912,  34870,  34827,  34785,  34742,  
           34699,  34657,  34614,  34571,  34529,  34486,  34443,  34400,  
           34358,  34315,  34272,  34229,  34186,  34143,  34100,  34057,  
           34015,  33972,  33929,  33886,  33843,  33799,  33756,  33713,  
           33670,  33627,  33584,  33541,  33498,  33454,  33411,  33368,  
           33325,  33281,  33238,  33195,  33151,  33108,  33065,  33021,  
           32978,  32934,  32891,  32847,  32804,  32760,  32717,  32673,  
           32630,  32586,  32542,  32499,  32455,  32411,  32368,  32324,  
           32280,  32236,  32193,  32149,  32105,  32061,  32017,  31974,  
           31930,  31886,  31842,  31798,  31754,  31710,  31666,  31622,  
           31578,  31534,  31490,  31446,  31402,  31357,  31313,  31269,  
           31225,  31181,  31136,  31092,  31048,  31004,  30959,  30915,  
           30871,  30826,  30782,  30738,  30693,  30649,  30604,  30560,  
           30515,  30471,  30426,  30382,  30337,  30293,  30248,  30204,  
           30159,  30114,  30070,  30025,  29980,  29936,  29891,  29846,  
           29801,  29757,  29712,  29667,  29622,  29577,  29533,  29488,  
           29443,  29398,  29353,  29308,  29263,  29218,  29173,  29128,  
           29083,  29038,  28993,  28948,  28903,  28858,  28812,  28767,  
           28722,  28677,  28632,  28586,  28541,  28496,  28451,  28405,  
           28360,  28315,  28269,  28224,  28179,  28133,  28088,  28042,  
           27997,  27952,  27906,  27861,  27815,  27770,  27724,  27678,  
           27633,  27587,  27542,  27496,  27450,  27405,  27359,  27313,  
           27268,  27222,  27176,  27131,  27085,  27039,  26993,  26947,  
           26902,  26856,  26810,  26764,  26718,  26672,  26626,  26580,  
           26534,  26488,  26442,  26396,  26350,  26304,  26258,  26212,  
           26166,  26120,  26074,  26028,  25982,  25936,  25889,  25843,  
           25797,  25751,  25705,  25658,  25612,  25566,  25520,  25473,  
           25427,  25381,  25334,  25288,  25241,  25195,  25149,  25102,  
           25056,  25009,  24963,  24916,  24870,  24823,  24777,  24730,  
           24684,  24637,  24591,  24544,  24497,  24451,  24404,  24357,  
           24311,  24264,  24217,  24171,  24124,  24077,  24030,  23984,  
           23937,  23890,  23843,  23796,  23750,  23703,  23656,  23609,  
           23562,  23515,  23468,  23421,  23374,  23327,  23280,  23233,  
           23186,  23139,  23092,  23045,  22998,  22951,  22904,  22857,  
           22810,  22763,  22716,  22668,  22621,  22574,  22527,  22480,  
           22433,  22385,  22338,  22291,  22243,  22196,  22149,  22102,  
           22054,  22007,  21960,  21912,  21865,  21817,  21770,  21723,  
           21675,  21628,  21580,  21533,  21485,  21438,  21390,  21343,  
           21295,  21248,  21200,  21153,  21105,  21057,  21010,  20962,  
           20915,  20867,  20819,  20772,  20724,  20676,  20629,  20581,  
           20533,  20485,  20438,  20390,  20342,  20294,  20246,  20199,  
           20151,  20103,  20055,  20007,  19959,  19912,  19864,  19816,  
           19768,  19720,  19672,  19624,  19576,  19528,  19480,  19432,  
           19384,  19336,  19288,  19240,  19192,  19144,  19096,  19048,  
           19000,  18951,  18903,  18855,  18807,  18759,  18711,  18663,  
           18614,  18566,  18518,  18470,  18421,  18373,  18325,  18277,  
           18228,  18180,  18132,  18084,  18035,  17987,  17939,  17890,  
           17842,  17793,  17745,  17697,  17648,  17600,  17551,  17503,  
           17455,  17406,  17358,  17309,  17261,  17212,  17164,  17115,  
           17067,  17018,  16970,  16921,  16872,  16824,  16775,  16727,  
           16678,  16629,  16581,  16532,  16484,  16435,  16386,  16338,  
           16289,  16240,  16191,  16143,  16094,  16045,  15997,  15948,  
           15899,  15850,  15802,  15753,  15704,  15655,  15606,  15557,  
           15509,  15460,  15411,  15362,  15313,  15264,  15215,  15167,  
           15118,  15069,  15020,  14971,  14922,  14873,  14824,  14775,  
           14726,  14677,  14628,  14579,  14530,  14481,  14432,  14383,  
           14334,  14285,  14236,  14187,  14138,  14089,  14040,  13990,  
           13941,  13892,  13843,  13794,  13745,  13696,  13646,  13597,  
           13548,  13499,  13450,  13401,  13351,  13302,  13253,  13204,  
           13154,  13105,  13056,  13007,  12957,  12908,  12859,  12810,  
           12760,  12711,  12662,  12612,  12563,  12514,  12464,  12415,  
           12366,  12316,  12267,  12218,  12168,  12119,  12069,  12020,  
           11970,  11921,  11872,  11822,  11773,  11723,  11674,  11624,  
           11575,  11525,  11476,  11426,  11377,  11327,  11278,  11228,  
           11179,  11129,  11080,  11030,  10981,  10931,  10882,  10832,  
           10782,  10733,  10683,  10634,  10584,  10534,  10485,  10435,  
           10386,  10336,  10286,  10237,  10187,  10137,  10088,  10038,  
           9988,  9939,  9889,  9839,  9790,  9740,  9690,  9640,  
           9591,  9541,  9491,  9442,  9392,  9342,  9292,  9243,  
           9193,  9143,  9093,  9043,  8994,  8944,  8894,  8844,  
           8794,  8745,  8695,  8645,  8595,  8545,  8496,  8446,  
           8396,  8346,  8296,  8246,  8196,  8147,  8097,  8047,  
           7997,  7947,  7897,  7847,  7797,  7747,  7697,  7648,  
           7598,  7548,  7498,  7448,  7398,  7348,  7298,  7248,  
           7198,  7148,  7098,  7048,  6998,  6948,  6898,  6848,  
           6798,  6748,  6698,  6648,  6598,  6548,  6498,  6448,  
           6398,  6348,  6298,  6248,  6198,  6148,  6098,  6048,  
           5998,  5948,  5898,  5848,  5798,  5748,  5697,  5647,  
           5597,  5547,  5497,  5447,  5397,  5347,  5297,  5247,  
           5197,  5146,  5096,  5046,  4996,  4946,  4896,  4846,  
           4796,  4745,  4695,  4645,  4595,  4545,  4495,  4445,  
           4394,  4344,  4294,  4244,  4194,  4144,  4093,  4043,  
           3993,  3943,  3893,  3843,  3792,  3742,  3692,  3642,  
           3592,  3541,  3491,  3441,  3391,  3341,  3291,  3240,  
           3190,  3140,  3090,  3039,  2989,  2939,  2889,  2839,  
           2788,  2738,  2688,  2638,  2587,  2537,  2487,  2437,  
           2387,  2336,  2286,  2236,  2186,  2135,  2085,  2035,  
           1985,  1934,  1884,  1834,  1784,  1733,  1683,  1633,  
           1583,  1532,  1482,  1432,  1382,  1331,  1281,  1231,  
           1181,  1130,  1080,  1030,  980,  929,  879,  829,  
           779,  728,  678,  628,  578,  527,  477,  427,  
           376,  326,  276,  226,  175,  125,  75,  25,  
           -25,  -75,  -125,  -175,  -226,  -276,  -326,  -376,  
           -427,  -477,  -527,  -578,  -628,  -678,  -728,  -779,  
           -829,  -879,  -929,  -980,  -1030,  -1080,  -1130,  -1181,  
           -1231,  -1281,  -1331,  -1382,  -1432,  -1482,  -1532,  -1583,  
           -1633,  -1683,  -1733,  -1784,  -1834,  -1884,  -1934,  -1985,  
           -2035,  -2085,  -2135,  -2186,  -2236,  -2286,  -2336,  -2387,  
           -2437,  -2487,  -2537,  -2588,  -2638,  -2688,  -2738,  -2788,  
           -2839,  -2889,  -2939,  -2989,  -3039,  -3090,  -3140,  -3190,  
           -3240,  -3291,  -3341,  -3391,  -3441,  -3491,  -3541,  -3592,  
           -3642,  -3692,  -3742,  -3792,  -3843,  -3893,  -3943,  -3993,  
           -4043,  -4093,  -4144,  -4194,  -4244,  -4294,  -4344,  -4394,  
           -4445,  -4495,  -4545,  -4595,  -4645,  -4695,  -4745,  -4796,  
           -4846,  -4896,  -4946,  -4996,  -5046,  -5096,  -5146,  -5197,  
           -5247,  -5297,  -5347,  -5397,  -5447,  -5497,  -5547,  -5597,  
           -5647,  -5697,  -5748,  -5798,  -5848,  -5898,  -5948,  -5998,  
           -6048,  -6098,  -6148,  -6198,  -6248,  -6298,  -6348,  -6398,  
           -6448,  -6498,  -6548,  -6598,  -6648,  -6698,  -6748,  -6798,  
           -6848,  -6898,  -6948,  -6998,  -7048,  -7098,  -7148,  -7198,  
           -7248,  -7298,  -7348,  -7398,  -7448,  -7498,  -7548,  -7598,  
           -7648,  -7697,  -7747,  -7797,  -7847,  -7897,  -7947,  -7997,  
           -8047,  -8097,  -8147,  -8196,  -8246,  -8296,  -8346,  -8396,  
           -8446,  -8496,  -8545,  -8595,  -8645,  -8695,  -8745,  -8794,  
           -8844,  -8894,  -8944,  -8994,  -9043,  -9093,  -9143,  -9193,  
           -9243,  -9292,  -9342,  -9392,  -9442,  -9491,  -9541,  -9591,  
           -9640,  -9690,  -9740,  -9790,  -9839,  -9889,  -9939,  -9988,  
           -10038,  -10088,  -10137,  -10187,  -10237,  -10286,  -10336,  -10386,  
           -10435,  -10485,  -10534,  -10584,  -10634,  -10683,  -10733,  -10782,  
           -10832,  -10882,  -10931,  -10981,  -11030,  -11080,  -11129,  -11179,  
           -11228,  -11278,  -11327,  -11377,  -11426,  -11476,  -11525,  -11575,  
           -11624,  -11674,  -11723,  -11773,  -11822,  -11872,  -11921,  -11970,  
           -12020,  -12069,  -12119,  -12168,  -12218,  -12267,  -12316,  -12366,  
           -12415,  -12464,  -12514,  -12563,  -12612,  -12662,  -12711,  -12760,  
           -12810,  -12859,  -12908,  -12957,  -13007,  -13056,  -13105,  -13154,  
           -13204,  -13253,  -13302,  -13351,  -13401,  -13450,  -13499,  -13548,  
           -13597,  -13647,  -13696,  -13745,  -13794,  -13843,  -13892,  -13941,  
           -13990,  -14040,  -14089,  -14138,  -14187,  -14236,  -14285,  -14334,  
           -14383,  -14432,  -14481,  -14530,  -14579,  -14628,  -14677,  -14726,  
           -14775,  -14824,  -14873,  -14922,  -14971,  -15020,  -15069,  -15118,  
           -15167,  -15215,  -15264,  -15313,  -15362,  -15411,  -15460,  -15509,  
           -15557,  -15606,  -15655,  -15704,  -15753,  -15802,  -15850,  -15899,  
           -15948,  -15997,  -16045,  -16094,  -16143,  -16191,  -16240,  -16289,  
           -16338,  -16386,  -16435,  -16484,  -16532,  -16581,  -16629,  -16678,  
           -16727,  -16775,  -16824,  -16872,  -16921,  -16970,  -17018,  -17067,  
           -17115,  -17164,  -17212,  -17261,  -17309,  -17358,  -17406,  -17455,  
           -17503,  -17551,  -17600,  -17648,  -17697,  -17745,  -17793,  -17842,  
           -17890,  -17939,  -17987,  -18035,  -18084,  -18132,  -18180,  -18228,  
           -18277,  -18325,  -18373,  -18421,  -18470,  -18518,  -18566,  -18614,  
           -18663,  -18711,  -18759,  -18807,  -18855,  -18903,  -18951,  -19000,  
           -19048,  -19096,  -19144,  -19192,  -19240,  -19288,  -19336,  -19384,  
           -19432,  -19480,  -19528,  -19576,  -19624,  -19672,  -19720,  -19768,  
           -19816,  -19864,  -19912,  -19959,  -20007,  -20055,  -20103,  -20151,  
           -20199,  -20246,  -20294,  -20342,  -20390,  -20438,  -20485,  -20533,  
           -20581,  -20629,  -20676,  -20724,  -20772,  -20819,  -20867,  -20915,  
           -20962,  -21010,  -21057,  -21105,  -21153,  -21200,  -21248,  -21295,  
           -21343,  -21390,  -21438,  -21485,  -21533,  -21580,  -21628,  -21675,  
           -21723,  -21770,  -21817,  -21865,  -21912,  -21960,  -22007,  -22054,  
           -22102,  -22149,  -22196,  -22243,  -22291,  -22338,  -22385,  -22433,  
           -22480,  -22527,  -22574,  -22621,  -22668,  -22716,  -22763,  -22810,  
           -22857,  -22904,  -22951,  -22998,  -23045,  -23092,  -23139,  -23186,  
           -23233,  -23280,  -23327,  -23374,  -23421,  -23468,  -23515,  -23562,  
           -23609,  -23656,  -23703,  -23750,  -23796,  -23843,  -23890,  -23937,  
           -23984,  -24030,  -24077,  -24124,  -24171,  -24217,  -24264,  -24311,  
           -24357,  -24404,  -24451,  -24497,  -24544,  -24591,  -24637,  -24684,  
           -24730,  -24777,  -24823,  -24870,  -24916,  -24963,  -25009,  -25056,  
           -25102,  -25149,  -25195,  -25241,  -25288,  -25334,  -25381,  -25427,  
           -25473,  -25520,  -25566,  -25612,  -25658,  -25705,  -25751,  -25797,  
           -25843,  -25889,  -25936,  -25982,  -26028,  -26074,  -26120,  -26166,  
           -26212,  -26258,  -26304,  -26350,  -26396,  -26442,  -26488,  -26534,  
           -26580,  -26626,  -26672,  -26718,  -26764,  -26810,  -26856,  -26902,  
           -26947,  -26993,  -27039,  -27085,  -27131,  -27176,  -27222,  -27268,  
           -27313,  -27359,  -27405,  -27450,  -27496,  -27542,  -27587,  -27633,  
           -27678,  -27724,  -27770,  -27815,  -27861,  -27906,  -27952,  -27997,  
           -28042,  -28088,  -28133,  -28179,  -28224,  -28269,  -28315,  -28360,  
           -28405,  -28451,  -28496,  -28541,  -28586,  -28632,  -28677,  -28722,  
           -28767,  -28812,  -28858,  -28903,  -28948,  -28993,  -29038,  -29083,  
           -29128,  -29173,  -29218,  -29263,  -29308,  -29353,  -29398,  -29443,  
           -29488,  -29533,  -29577,  -29622,  -29667,  -29712,  -29757,  -29801,  
           -29846,  -29891,  -29936,  -29980,  -30025,  -30070,  -30114,  -30159,  
           -30204,  -30248,  -30293,  -30337,  -30382,  -30426,  -30471,  -30515,  
           -30560,  -30604,  -30649,  -30693,  -30738,  -30782,  -30826,  -30871,  
           -30915,  -30959,  -31004,  -31048,  -31092,  -31136,  -31181,  -31225,  
           -31269,  -31313,  -31357,  -31402,  -31446,  -31490,  -31534,  -31578,  
           -31622,  -31666,  -31710,  -31754,  -31798,  -31842,  -31886,  -31930,  
           -31974,  -32017,  -32061,  -32105,  -32149,  -32193,  -32236,  -32280,  
           -32324,  -32368,  -32411,  -32455,  -32499,  -32542,  -32586,  -32630,  
           -32673,  -32717,  -32760,  -32804,  -32847,  -32891,  -32934,  -32978,  
           -33021,  -33065,  -33108,  -33151,  -33195,  -33238,  -33281,  -33325,  
           -33368,  -33411,  -33454,  -33498,  -33541,  -33584,  -33627,  -33670,  
           -33713,  -33756,  -33799,  -33843,  -33886,  -33929,  -33972,  -34015,  
           -34057,  -34100,  -34143,  -34186,  -34229,  -34272,  -34315,  -34358,  
           -34400,  -34443,  -34486,  -34529,  -34571,  -34614,  -34657,  -34699,  
           -34742,  -34785,  -34827,  -34870,  -34912,  -34955,  -34997,  -35040,  
           -35082,  -35125,  -35167,  -35210,  -35252,  -35294,  -35337,  -35379,  
           -35421,  -35464,  -35506,  -35548,  -35590,  -35633,  -35675,  -35717,  
           -35759,  -35801,  -35843,  -35885,  -35927,  -35969,  -36011,  -36053,  
           -36095,  -36137,  -36179,  -36221,  -36263,  -36305,  -36347,  -36388,  
           -36430,  -36472,  -36514,  -36555,  -36597,  -36639,  -36681,  -36722,  
           -36764,  -36805,  -36847,  -36889,  -36930,  -36972,  -37013,  -37055,  
           -37096,  -37137,  -37179,  -37220,  -37262,  -37303,  -37344,  -37386,  
           -37427,  -37468,  -37509,  -37551,  -37592,  -37633,  -37674,  -37715,  
           -37756,  -37797,  -37838,  -37879,  -37920,  -37961,  -38002,  -38043,  
           -38084,  -38125,  -38166,  -38207,  -38248,  -38288,  -38329,  -38370,  
           -38411,  -38451,  -38492,  -38533,  -38573,  -38614,  -38655,  -38695,  
           -38736,  -38776,  -38817,  -38857,  -38898,  -38938,  -38979,  -39019,  
           -39059,  -39100,  -39140,  -39180,  -39221,  -39261,  -39301,  -39341,  
           -39382,  -39422,  -39462,  -39502,  -39542,  -39582,  -39622,  -39662,  
           -39702,  -39742,  -39782,  -39822,  -39862,  -39902,  -39942,  -39982,  
           -40021,  -40061,  -40101,  -40141,  -40180,  -40220,  -40260,  -40299,  
           -40339,  -40379,  -40418,  -40458,  -40497,  -40537,  -40576,  -40616,  
           -40655,  -40695,  -40734,  -40773,  -40813,  -40852,  -40891,  -40931,  
           -40970,  -41009,  -41048,  -41087,  -41127,  -41166,  -41205,  -41244,  
           -41283,  -41322,  -41361,  -41400,  -41439,  -41478,  -41517,  -41556,  
           -41595,  -41633,  -41672,  -41711,  -41750,  -41788,  -41827,  -41866,  
           -41904,  -41943,  -41982,  -42020,  -42059,  -42097,  -42136,  -42174,  
           -42213,  -42251,  -42290,  -42328,  -42366,  -42405,  -42443,  -42481,  
           -42520,  -42558,  -42596,  -42634,  -42672,  -42711,  -42749,  -42787,  
           -42825,  -42863,  -42901,  -42939,  -42977,  -43015,  -43053,  -43091,  
           -43128,  -43166,  -43204,  -43242,  -43280,  -43317,  -43355,  -43393,  
           -43430,  -43468,  -43506,  -43543,  -43581,  -43618,  -43656,  -43693,  
           -43731,  -43768,  -43806,  -43843,  -43880,  -43918,  -43955,  -43992,  
           -44029,  -44067,  -44104,  -44141,  -44178,  -44215,  -44252,  -44289,  
           -44326,  -44363,  -44400,  -44437,  -44474,  -44511,  -44548,  -44585,  
           -44622,  -44659,  -44695,  -44732,  -44769,  -44806,  -44842,  -44879,  
           -44915,  -44952,  -44989,  -45025,  -45062,  -45098,  -45135,  -45171,  
           -45207,  -45244,  -45280,  -45316,  -45353,  -45389,  -45425,  -45462,  
           -45498,  -45534,  -45570,  -45606,  -45642,  -45678,  -45714,  -45750,  
           -45786,  -45822,  -45858,  -45894,  -45930,  -45966,  -46002,  -46037,  
           -46073,  -46109,  -46145,  -46180,  -46216,  -46252,  -46287,  -46323,  
           -46358,  -46394,  -46429,  -46465,  -46500,  -46536,  -46571,  -46606,  
           -46642,  -46677,  -46712,  -46747,  -46783,  -46818,  -46853,  -46888,  
           -46923,  -46958,  -46993,  -47028,  -47063,  -47098,  -47133,  -47168,  
           -47203,  -47238,  -47273,  -47308,  -47342,  -47377,  -47412,  -47446,  
           -47481,  -47516,  -47550,  -47585,  -47619,  -47654,  -47688,  -47723,  
           -47757,  -47792,  -47826,  -47860,  -47895,  -47929,  -47963,  -47998,  
           -48032,  -48066,  -48100,  -48134,  -48168,  -48202,  -48236,  -48271,  
           -48304,  -48338,  -48372,  -48406,  -48440,  -48474,  -48508,  -48542,  
           -48575,  -48609,  -48643,  -48676,  -48710,  -48744,  -48777,  -48811,  
           -48844,  -48878,  -48911,  -48945,  -48978,  -49012,  -49045,  -49078,  
           -49112,  -49145,  -49178,  -49211,  -49244,  -49278,  -49311,  -49344,  
           -49377,  -49410,  -49443,  -49476,  -49509,  -49542,  -49575,  -49608,  
           -49640,  -49673,  -49706,  -49739,  -49771,  -49804,  -49837,  -49869,  
           -49902,  -49935,  -49967,  -50000,  -50032,  -50065,  -50097,  -50129,  
           -50162,  -50194,  -50226,  -50259,  -50291,  -50323,  -50355,  -50387,  
           -50420,  -50452,  -50484,  -50516,  -50548,  -50580,  -50612,  -50644,  
           -50675,  -50707,  -50739,  -50771,  -50803,  -50834,  -50866,  -50898,  
           -50929,  -50961,  -50993,  -51024,  -51056,  -51087,  -51119,  -51150,  
           -51182,  -51213,  -51244,  -51276,  -51307,  -51338,  -51369,  -51401,  
           -51432,  -51463,  -51494,  -51525,  -51556,  -51587,  -51618,  -51649,  
           -51680,  -51711,  -51742,  -51773,  -51803,  -51834,  -51865,  -51896,  
           -51926,  -51957,  -51988,  -52018,  -52049,  -52079,  -52110,  -52140,  
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           -17842,  -17793,  -17745,  -17697,  -17648,  -17600,  -17551,  -17503,  
           -17455,  -17406,  -17358,  -17309,  -17261,  -17212,  -17164,  -17115,  
           -17067,  -17018,  -16970,  -16921,  -16872,  -16824,  -16775,  -16727,  
           -16678,  -16629,  -16581,  -16532,  -16484,  -16435,  -16386,  -16338,  
           -16289,  -16240,  -16191,  -16143,  -16094,  -16045,  -15997,  -15948,  
           -15899,  -15850,  -15802,  -15753,  -15704,  -15655,  -15606,  -15557,  
           -15509,  -15460,  -15411,  -15362,  -15313,  -15264,  -15215,  -15167,  
           -15118,  -15069,  -15020,  -14971,  -14922,  -14873,  -14824,  -14775,  
           -14726,  -14677,  -14628,  -14579,  -14530,  -14481,  -14432,  -14383,  
           -14334,  -14285,  -14236,  -14187,  -14138,  -14089,  -14040,  -13990,  
           -13941,  -13892,  -13843,  -13794,  -13745,  -13696,  -13647,  -13597,  
           -13548,  -13499,  -13450,  -13401,  -13351,  -13302,  -13253,  -13204,  
           -13154,  -13105,  -13056,  -13007,  -12957,  -12908,  -12859,  -12810,  
           -12760,  -12711,  -12662,  -12612,  -12563,  -12514,  -12464,  -12415,  
           -12366,  -12316,  -12267,  -12217,  -12168,  -12119,  -12069,  -12020,  
           -11970,  -11921,  -11872,  -11822,  -11773,  -11723,  -11674,  -11624,  
           -11575,  -11525,  -11476,  -11426,  -11377,  -11327,  -11278,  -11228,  
           -11179,  -11129,  -11080,  -11030,  -10981,  -10931,  -10882,  -10832,  
           -10782,  -10733,  -10683,  -10634,  -10584,  -10534,  -10485,  -10435,  
           -10386,  -10336,  -10286,  -10237,  -10187,  -10137,  -10088,  -10038,  
           -9988,  -9939,  -9889,  -9839,  -9790,  -9740,  -9690,  -9640,  
           -9591,  -9541,  -9491,  -9442,  -9392,  -9342,  -9292,  -9243,  
           -9193,  -9143,  -9093,  -9043,  -8994,  -8944,  -8894,  -8844,  
           -8794,  -8745,  -8695,  -8645,  -8595,  -8545,  -8496,  -8446,  
           -8396,  -8346,  -8296,  -8246,  -8196,  -8147,  -8097,  -8047,  
           -7997,  -7947,  -7897,  -7847,  -7797,  -7747,  -7697,  -7648,  
           -7598,  -7548,  -7498,  -7448,  -7398,  -7348,  -7298,  -7248,  
           -7198,  -7148,  -7098,  -7048,  -6998,  -6948,  -6898,  -6848,  
           -6798,  -6748,  -6698,  -6648,  -6598,  -6548,  -6498,  -6448,  
           -6398,  -6348,  -6298,  -6248,  -6198,  -6148,  -6098,  -6048,  
           -5998,  -5948,  -5898,  -5848,  -5798,  -5747,  -5697,  -5647,  
           -5597,  -5547,  -5497,  -5447,  -5397,  -5347,  -5297,  -5247,  
           -5197,  -5146,  -5096,  -5046,  -4996,  -4946,  -4896,  -4846,  
           -4796,  -4745,  -4695,  -4645,  -4595,  -4545,  -4495,  -4445,  
           -4394,  -4344,  -4294,  -4244,  -4194,  -4144,  -4093,  -4043,  
           -3993,  -3943,  -3893,  -3843,  -3792,  -3742,  -3692,  -3642,  
           -3592,  -3541,  -3491,  -3441,  -3391,  -3341,  -3291,  -3240,  
           -3190,  -3140,  -3090,  -3039,  -2989,  -2939,  -2889,  -2839,  
           -2788,  -2738,  -2688,  -2638,  -2588,  -2537,  -2487,  -2437,  
           -2387,  -2336,  -2286,  -2236,  -2186,  -2135,  -2085,  -2035,  
           -1985,  -1934,  -1884,  -1834,  -1784,  -1733,  -1683,  -1633,  
           -1583,  -1532,  -1482,  -1432,  -1382,  -1331,  -1281,  -1231,  
           -1181,  -1130,  -1080,  -1030,  -980,  -929,  -879,  -829,  
           -779,  -728,  -678,  -628,  -578,  -527,  -477,  -427,  
           -376,  -326,  -276,  -226,  -175,  -125,  -75,  -25,  
           25,  75,  125,  175,  226,  276,  326,  376,  
           427,  477,  527,  578,  628,  678,  728,  779,  
           829,  879,  929,  980,  1030,  1080,  1130,  1181,  
           1231,  1281,  1331,  1382,  1432,  1482,  1532,  1583,  
           1633,  1683,  1733,  1784,  1834,  1884,  1934,  1985,  
           2035,  2085,  2135,  2186,  2236,  2286,  2336,  2387,  
           2437,  2487,  2537,  2587,  2638,  2688,  2738,  2788,  
           2839,  2889,  2939,  2989,  3039,  3090,  3140,  3190,  
           3240,  3291,  3341,  3391,  3441,  3491,  3542,  3592,  
           3642,  3692,  3742,  3792,  3843,  3893,  3943,  3993,  
           4043,  4093,  4144,  4194,  4244,  4294,  4344,  4394,  
           4445,  4495,  4545,  4595,  4645,  4695,  4745,  4796,  
           4846,  4896,  4946,  4996,  5046,  5096,  5146,  5197,  
           5247,  5297,  5347,  5397,  5447,  5497,  5547,  5597,  
           5647,  5697,  5747,  5798,  5848,  5898,  5948,  5998,  
           6048,  6098,  6148,  6198,  6248,  6298,  6348,  6398,  
           6448,  6498,  6548,  6598,  6648,  6698,  6748,  6798,  
           6848,  6898,  6948,  6998,  7048,  7098,  7148,  7198,  
           7248,  7298,  7348,  7398,  7448,  7498,  7548,  7598,  
           7648,  7697,  7747,  7797,  7847,  7897,  7947,  7997,  
           8047,  8097,  8147,  8196,  8246,  8296,  8346,  8396,  
           8446,  8496,  8545,  8595,  8645,  8695,  8745,  8794,  
           8844,  8894,  8944,  8994,  9043,  9093,  9143,  9193,  
           9243,  9292,  9342,  9392,  9442,  9491,  9541,  9591,  
           9640,  9690,  9740,  9790,  9839,  9889,  9939,  9988,  
           10038,  10088,  10137,  10187,  10237,  10286,  10336,  10386,  
           10435,  10485,  10534,  10584,  10634,  10683,  10733,  10782,  
           10832,  10882,  10931,  10981,  11030,  11080,  11129,  11179,  
           11228,  11278,  11327,  11377,  11426,  11476,  11525,  11575,  
           11624,  11674,  11723,  11773,  11822,  11872,  11921,  11970,  
           12020,  12069,  12119,  12168,  12218,  12267,  12316,  12366,  
           12415,  12464,  12514,  12563,  12612,  12662,  12711,  12760,  
           12810,  12859,  12908,  12957,  13007,  13056,  13105,  13154,  
           13204,  13253,  13302,  13351,  13401,  13450,  13499,  13548,  
           13597,  13647,  13696,  13745,  13794,  13843,  13892,  13941,  
           13990,  14040,  14089,  14138,  14187,  14236,  14285,  14334,  
           14383,  14432,  14481,  14530,  14579,  14628,  14677,  14726,  
           14775,  14824,  14873,  14922,  14971,  15020,  15069,  15118,  
           15167,  15215,  15264,  15313,  15362,  15411,  15460,  15509,  
           15557,  15606,  15655,  15704,  15753,  15802,  15850,  15899,  
           15948,  15997,  16045,  16094,  16143,  16191,  16240,  16289,  
           16338,  16386,  16435,  16484,  16532,  16581,  16629,  16678,  
           16727,  16775,  16824,  16872,  16921,  16970,  17018,  17067,  
           17115,  17164,  17212,  17261,  17309,  17358,  17406,  17455,  
           17503,  17551,  17600,  17648,  17697,  17745,  17793,  17842,  
           17890,  17939,  17987,  18035,  18084,  18132,  18180,  18228,  
           18277,  18325,  18373,  18421,  18470,  18518,  18566,  18614,  
           18663,  18711,  18759,  18807,  18855,  18903,  18951,  19000,  
           19048,  19096,  19144,  19192,  19240,  19288,  19336,  19384,  
           19432,  19480,  19528,  19576,  19624,  19672,  19720,  19768,  
           19816,  19864,  19912,  19959,  20007,  20055,  20103,  20151,  
           20199,  20246,  20294,  20342,  20390,  20438,  20485,  20533,  
           20581,  20629,  20676,  20724,  20772,  20819,  20867,  20915,  
           20962,  21010,  21057,  21105,  21153,  21200,  21248,  21295,  
           21343,  21390,  21438,  21485,  21533,  21580,  21628,  21675,  
           21723,  21770,  21817,  21865,  21912,  21960,  22007,  22054,  
           22102,  22149,  22196,  22243,  22291,  22338,  22385,  22432,  
           22480,  22527,  22574,  22621,  22668,  22716,  22763,  22810,  
           22857,  22904,  22951,  22998,  23045,  23092,  23139,  23186,  
           23233,  23280,  23327,  23374,  23421,  23468,  23515,  23562,  
           23609,  23656,  23703,  23750,  23796,  23843,  23890,  23937,  
           23984,  24030,  24077,  24124,  24171,  24217,  24264,  24311,  
           24357,  24404,  24451,  24497,  24544,  24591,  24637,  24684,  
           24730,  24777,  24823,  24870,  24916,  24963,  25009,  25056,  
           25102,  25149,  25195,  25241,  25288,  25334,  25381,  25427,  
           25473,  25520,  25566,  25612,  25658,  25705,  25751,  25797,  
           25843,  25889,  25936,  25982,  26028,  26074,  26120,  26166,  
           26212,  26258,  26304,  26350,  26396,  26442,  26488,  26534,  
           26580,  26626,  26672,  26718,  26764,  26810,  26856,  26902,  
           26947,  26993,  27039,  27085,  27131,  27176,  27222,  27268,  
           27313,  27359,  27405,  27450,  27496,  27542,  27587,  27633,  
           27678,  27724,  27770,  27815,  27861,  27906,  27952,  27997,  
           28042,  28088,  28133,  28179,  28224,  28269,  28315,  28360,  
           28405,  28451,  28496,  28541,  28586,  28632,  28677,  28722,  
           28767,  28812,  28858,  28903,  28948,  28993,  29038,  29083,  
           29128,  29173,  29218,  29263,  29308,  29353,  29398,  29443,  
           29488,  29533,  29577,  29622,  29667,  29712,  29757,  29801,  
           29846,  29891,  29936,  29980,  30025,  30070,  30114,  30159,  
           30204,  30248,  30293,  30337,  30382,  30427,  30471,  30516,  
           30560,  30604,  30649,  30693,  30738,  30782,  30826,  30871,  
           30915,  30959,  31004,  31048,  31092,  31136,  31181,  31225,  
           31269,  31313,  31357,  31402,  31446,  31490,  31534,  31578,  
           31622,  31666,  31710,  31754,  31798,  31842,  31886,  31930,  
           31974,  32017,  32061,  32105,  32149,  32193,  32236,  32280,  
           32324,  32368,  32411,  32455,  32499,  32542,  32586,  32630,  
           32673,  32717,  32760,  32804,  32847,  32891,  32934,  32978,  
           33021,  33065,  33108,  33151,  33195,  33238,  33281,  33325,  
           33368,  33411,  33454,  33498,  33541,  33584,  33627,  33670,  
           33713,  33756,  33799,  33843,  33886,  33929,  33972,  34015,  
           34057,  34100,  34143,  34186,  34229,  34272,  34315,  34358,  
           34400,  34443,  34486,  34529,  34571,  34614,  34657,  34699,  
           34742,  34785,  34827,  34870,  34912,  34955,  34997,  35040,  
           35082,  35125,  35167,  35210,  35252,  35294,  35337,  35379,  
           35421,  35464,  35506,  35548,  35590,  35633,  35675,  35717,  
           35759,  35801,  35843,  35885,  35927,  35969,  36011,  36053,  
           36095,  36137,  36179,  36221,  36263,  36305,  36347,  36388,  
           36430,  36472,  36514,  36556,  36597,  36639,  36681,  36722,  
           36764,  36805,  36847,  36889,  36930,  36972,  37013,  37055,  
           37096,  37137,  37179,  37220,  37262,  37303,  37344,  37386,  
           37427,  37468,  37509,  37551,  37592,  37633,  37674,  37715,  
           37756,  37797,  37838,  37879,  37920,  37961,  38002,  38043,  
           38084,  38125,  38166,  38207,  38248,  38288,  38329,  38370,  
           38411,  38451,  38492,  38533,  38573,  38614,  38655,  38695,  
           38736,  38776,  38817,  38857,  38898,  38938,  38979,  39019,  
           39059,  39100,  39140,  39180,  39221,  39261,  39301,  39341,  
           39382,  39422,  39462,  39502,  39542,  39582,  39622,  39662,  
           39702,  39742,  39782,  39822,  39862,  39902,  39942,  39982,  
           40021,  40061,  40101,  40141,  40180,  40220,  40260,  40299,  
           40339,  40379,  40418,  40458,  40497,  40537,  40576,  40616,  
           40655,  40695,  40734,  40773,  40813,  40852,  40891,  40931,  
           40970,  41009,  41048,  41087,  41127,  41166,  41205,  41244,  
           41283,  41322,  41361,  41400,  41439,  41478,  41517,  41556,  
           41595,  41633,  41672,  41711,  41750,  41788,  41827,  41866,  
           41904,  41943,  41982,  42020,  42059,  42097,  42136,  42174,  
           42213,  42251,  42290,  42328,  42366,  42405,  42443,  42481,  
           42520,  42558,  42596,  42634,  42672,  42711,  42749,  42787,  
           42825,  42863,  42901,  42939,  42977,  43015,  43053,  43091,  
           43128,  43166,  43204,  43242,  43280,  43317,  43355,  43393,  
           43430,  43468,  43506,  43543,  43581,  43618,  43656,  43693,  
           43731,  43768,  43806,  43843,  43880,  43918,  43955,  43992,  
           44029,  44067,  44104,  44141,  44178,  44215,  44252,  44289,  
           44326,  44363,  44400,  44437,  44474,  44511,  44548,  44585,  
           44622,  44659,  44695,  44732,  44769,  44806,  44842,  44879,  
           44915,  44952,  44989,  45025,  45062,  45098,  45135,  45171,  
           45207,  45244,  45280,  45316,  45353,  45389,  45425,  45462,  
           45498,  45534,  45570,  45606,  45642,  45678,  45714,  45750,  
           45786,  45822,  45858,  45894,  45930,  45966,  46002,  46037,  
           46073,  46109,  46145,  46180,  46216,  46252,  46287,  46323,  
           46358,  46394,  46429,  46465,  46500,  46536,  46571,  46606,  
           46642,  46677,  46712,  46747,  46783,  46818,  46853,  46888,  
           46923,  46958,  46993,  47028,  47063,  47098,  47133,  47168,  
           47203,  47238,  47273,  47308,  47342,  47377,  47412,  47446,  
           47481,  47516,  47550,  47585,  47619,  47654,  47688,  47723,  
           47757,  47792,  47826,  47861,  47895,  47929,  47963,  47998,  
           48032,  48066,  48100,  48134,  48168,  48202,  48237,  48271,  
           48305,  48338,  48372,  48406,  48440,  48474,  48508,  48542,  
           48575,  48609,  48643,  48676,  48710,  48744,  48777,  48811,  
           48844,  48878,  48911,  48945,  48978,  49012,  49045,  49078,  
           49112,  49145,  49178,  49211,  49244,  49278,  49311,  49344,  
           49377,  49410,  49443,  49476,  49509,  49542,  49575,  49608,  
           49640,  49673,  49706,  49739,  49771,  49804,  49837,  49869,  
           49902,  49935,  49967,  50000,  50032,  50064,  50097,  50129,  
           50162,  50194,  50226,  50259,  50291,  50323,  50355,  50387,  
           50420,  50452,  50484,  50516,  50548,  50580,  50612,  50644,  
           50675,  50707,  50739,  50771,  50803,  50834,  50866,  50898,  
           50929,  50961,  50993,  51024,  51056,  51087,  51119,  51150,  
           51182,  51213,  51244,  51276,  51307,  51338,  51369,  51401,  
           51432,  51463,  51494,  51525,  51556,  51587,  51618,  51649,  
           51680,  51711,  51742,  51773,  51803,  51834,  51865,  51896,  
           51926,  51957,  51988,  52018,  52049,  52079,  52110,  52140,  
           52171,  52201,  52231,  52262,  52292,  52322,  52353,  52383,  
           52413,  52443,  52473,  52503,  52534,  52564,  52594,  52624,  
           52653,  52683,  52713,  52743,  52773,  52803,  52832,  52862,  
           52892,  52922,  52951,  52981,  53010,  53040,  53069,  53099,  
           53128,  53158,  53187,  53216,  53246,  53275,  53304,  53334,  
           53363,  53392,  53421,  53450,  53479,  53508,  53537,  53566,  
           53595,  53624,  53653,  53682,  53711,  53739,  53768,  53797,  
           53826,  53854,  53883,  53912,  53940,  53969,  53997,  54026,  
           54054,  54082,  54111,  54139,  54167,  54196,  54224,  54252,  
           54280,  54309,  54337,  54365,  54393,  54421,  54449,  54477,  
           54505,  54533,  54560,  54588,  54616,  54644,  54672,  54699,  
           54727,  54755,  54782,  54810,  54837,  54865,  54892,  54920,  
           54947,  54974,  55002,  55029,  55056,  55084,  55111,  55138,  
           55165,  55192,  55219,  55246,  55274,  55300,  55327,  55354,  
           55381,  55408,  55435,  55462,  55489,  55515,  55542,  55569,  
           55595,  55622,  55648,  55675,  55701,  55728,  55754,  55781,  
           55807,  55833,  55860,  55886,  55912,  55938,  55965,  55991,  
           56017,  56043,  56069,  56095,  56121,  56147,  56173,  56199,  
           56225,  56250,  56276,  56302,  56328,  56353,  56379,  56404,  
           56430,  56456,  56481,  56507,  56532,  56557,  56583,  56608,  
           56633,  56659,  56684,  56709,  56734,  56760,  56785,  56810,  
           56835,  56860,  56885,  56910,  56935,  56959,  56984,  57009,  
           57034,  57059,  57083,  57108,  57133,  57157,  57182,  57206,  
           57231,  57255,  57280,  57304,  57329,  57353,  57377,  57402,  
           57426,  57450,  57474,  57498,  57522,  57546,  57570,  57594,  
           57618,  57642,  57666,  57690,  57714,  57738,  57762,  57785,  
           57809,  57833,  57856,  57880,  57903,  57927,  57950,  57974,  
           57997,  58021,  58044,  58067,  58091,  58114,  58137,  58160,  
           58183,  58207,  58230,  58253,  58276,  58299,  58322,  58345,  
           58367,  58390,  58413,  58436,  58459,  58481,  58504,  58527,  
           58549,  58572,  58594,  58617,  58639,  58662,  58684,  58706,  
           58729,  58751,  58773,  58795,  58818,  58840,  58862,  58884,  
           58906,  58928,  58950,  58972,  58994,  59016,  59038,  59059,  
           59081,  59103,  59125,  59146,  59168,  59190,  59211,  59233,  
           59254,  59276,  59297,  59318,  59340,  59361,  59382,  59404,  
           59425,  59446,  59467,  59488,  59509,  59530,  59551,  59572,  
           59593,  59614,  59635,  59656,  59677,  59697,  59718,  59739,  
           59759,  59780,  59801,  59821,  59842,  59862,  59883,  59903,  
           59923,  59944,  59964,  59984,  60004,  60025,  60045,  60065,  
           60085,  60105,  60125,  60145,  60165,  60185,  60205,  60225,  
           60244,  60264,  60284,  60304,  60323,  60343,  60363,  60382,  
           60402,  60421,  60441,  60460,  60479,  60499,  60518,  60537,  
           60556,  60576,  60595,  60614,  60633,  60652,  60671,  60690,  
           60709,  60728,  60747,  60766,  60785,  60803,  60822,  60841,  
           60859,  60878,  60897,  60915,  60934,  60952,  60971,  60989,  
           61007,  61026,  61044,  61062,  61081,  61099,  61117,  61135,  
           61153,  61171,  61189,  61207,  61225,  61243,  61261,  61279,  
           61297,  61314,  61332,  61350,  61367,  61385,  61403,  61420,  
           61438,  61455,  61473,  61490,  61507,  61525,  61542,  61559,  
           61577,  61594,  61611,  61628,  61645,  61662,  61679,  61696,  
           61713,  61730,  61747,  61764,  61780,  61797,  61814,  61831,  
           61847,  61864,  61880,  61897,  61913,  61930,  61946,  61963,  
           61979,  61995,  62012,  62028,  62044,  62060,  62076,  62092,  
           62108,  62125,  62141,  62156,  62172,  62188,  62204,  62220,  
           62236,  62251,  62267,  62283,  62298,  62314,  62329,  62345,  
           62360,  62376,  62391,  62407,  62422,  62437,  62453,  62468,  
           62483,  62498,  62513,  62528,  62543,  62558,  62573,  62588,  
           62603,  62618,  62633,  62648,  62662,  62677,  62692,  62706,  
           62721,  62735,  62750,  62764,  62779,  62793,  62808,  62822,  
           62836,  62850,  62865,  62879,  62893,  62907,  62921,  62935,  
           62949,  62963,  62977,  62991,  63005,  63019,  63032,  63046,  
           63060,  63074,  63087,  63101,  63114,  63128,  63141,  63155,  
           63168,  63182,  63195,  63208,  63221,  63235,  63248,  63261,  
           63274,  63287,  63300,  63313,  63326,  63339,  63352,  63365,  
           63378,  63390,  63403,  63416,  63429,  63441,  63454,  63466,  
           63479,  63491,  63504,  63516,  63528,  63541,  63553,  63565,  
           63578,  63590,  63602,  63614,  63626,  63638,  63650,  63662,  
           63674,  63686,  63698,  63709,  63721,  63733,  63745,  63756,  
           63768,  63779,  63791,  63803,  63814,  63825,  63837,  63848,  
           63859,  63871,  63882,  63893,  63904,  63915,  63927,  63938,  
           63949,  63960,  63971,  63981,  63992,  64003,  64014,  64025,  
           64035,  64046,  64057,  64067,  64078,  64088,  64099,  64109,  
           64120,  64130,  64140,  64151,  64161,  64171,  64181,  64192,  
           64202,  64212,  64222,  64232,  64242,  64252,  64261,  64271,  
           64281,  64291,  64301,  64310,  64320,  64330,  64339,  64349,  
           64358,  64368,  64377,  64387,  64396,  64405,  64414,  64424,  
           64433,  64442,  64451,  64460,  64469,  64478,  64487,  64496,  
           64505,  64514,  64523,  64532,  64540,  64549,  64558,  64566,  
           64575,  64584,  64592,  64600,  64609,  64617,  64626,  64634,  
           64642,  64651,  64659,  64667,  64675,  64683,  64691,  64699,  
           64707,  64715,  64723,  64731,  64739,  64747,  64754,  64762,  
           64770,  64777,  64785,  64793,  64800,  64808,  64815,  64822,  
           64830,  64837,  64844,  64852,  64859,  64866,  64873,  64880,  
           64887,  64895,  64902,  64908,  64915,  64922,  64929,  64936,  
           64943,  64949,  64956,  64963,  64969,  64976,  64982,  64989,  
           64995,  65002,  65008,  65015,  65021,  65027,  65033,  65040,  
           65046,  65052,  65058,  65064,  65070,  65076,  65082,  65088,  
           65094,  65099,  65105,  65111,  65117,  65122,  65128,  65133,  
           65139,  65144,  65150,  65155,  65161,  65166,  65171,  65177,  
           65182,  65187,  65192,  65197,  65202,  65207,  65212,  65217,  
           65222,  65227,  65232,  65237,  65242,  65246,  65251,  65256,  
           65260,  65265,  65270,  65274,  65279,  65283,  65287,  65292,  
           65296,  65300,  65305,  65309,  65313,  65317,  65321,  65325,  
           65329,  65333,  65337,  65341,  65345,  65349,  65352,  65356,  
           65360,  65363,  65367,  65371,  65374,  65378,  65381,  65385,  
           65388,  65391,  65395,  65398,  65401,  65404,  65408,  65411,  
           65414,  65417,  65420,  65423,  65426,  65429,  65431,  65434,  
           65437,  65440,  65442,  65445,  65448,  65450,  65453,  65455,  
           65458,  65460,  65463,  65465,  65467,  65470,  65472,  65474,  
           65476,  65478,  65480,  65482,  65484,  65486,  65488,  65490,  
           65492,  65494,  65496,  65497,  65499,  65501,  65502,  65504,  
           65505,  65507,  65508,  65510,  65511,  65513,  65514,  65515,  
           65516,  65518,  65519,  65520,  65521,  65522,  65523,  65524,  
           65525,  65526,  65527,  65527,  65528,  65529,  65530,  65530,  
           65531,  65531,  65532,  65532,  65533,  65533,  65534,  65534,  
           65534,  65535,  65535,  65535,  65535,  65535,  65535,  65535
          };
          
          
          
          angle_t tantoangle[2049] =
          {
           0,  333772,  667544,  1001315,  1335086,  1668857,  2002626,  2336395,  
           2670163,  3003929,  3337694,  3671457,  4005219,  4338979,  4672736,  5006492,  
           5340245,  5673995,  6007743,  6341488,  6675230,  7008968,  7342704,  7676435,  
           8010164,  8343888,  8677609,  9011325,  9345037,  9678744,  10012447,  10346145,  
           10679838,  11013526,  11347209,  11680887,  12014558,  12348225,  12681885,  13015539,  
           13349187,  13682829,  14016464,  14350092,  14683714,  15017328,  15350936,  15684536,  
           16018129,  16351714,  16685291,  17018860,  17352422,  17685974,  18019518,  18353054,  
           18686582,  19020100,  19353610,  19687110,  20020600,  20354080,  20687552,  21021014,  
           21354466,  21687906,  22021338,  22354758,  22688168,  23021568,  23354956,  23688332,  
           24021698,  24355052,  24688396,  25021726,  25355046,  25688352,  26021648,  26354930,  
           26688200,  27021456,  27354702,  27687932,  28021150,  28354356,  28687548,  29020724,  
           29353888,  29687038,  30020174,  30353296,  30686404,  31019496,  31352574,  31685636,  
           32018684,  32351718,  32684734,  33017736,  33350722,  33683692,  34016648,  34349584,  
           34682508,  35015412,  35348300,  35681172,  36014028,  36346868,  36679688,  37012492,  
           37345276,  37678044,  38010792,  38343524,  38676240,  39008936,  39341612,  39674272,  
           40006912,  40339532,  40672132,  41004716,  41337276,  41669820,  42002344,  42334848,  
           42667332,  42999796,  43332236,  43664660,  43997060,  44329444,  44661800,  44994140,  
           45326456,  45658752,  45991028,  46323280,  46655512,  46987720,  47319908,  47652072,  
           47984212,  48316332,  48648428,  48980500,  49312548,  49644576,  49976580,  50308556,  
           50640512,  50972444,  51304352,  51636236,  51968096,  52299928,  52631740,  52963524,  
           53295284,  53627020,  53958728,  54290412,  54622068,  54953704,  55285308,  55616888,  
           55948444,  56279972,  56611472,  56942948,  57274396,  57605816,  57937212,  58268576,  
           58599916,  58931228,  59262512,  59593768,  59924992,  60256192,  60587364,  60918508,  
           61249620,  61580704,  61911760,  62242788,  62573788,  62904756,  63235692,  63566604,  
           63897480,  64228332,  64559148,  64889940,  65220696,  65551424,  65882120,  66212788,  
           66543420,  66874024,  67204600,  67535136,  67865648,  68196120,  68526568,  68856984,  
           69187360,  69517712,  69848024,  70178304,  70508560,  70838776,  71168960,  71499112,  
           71829224,  72159312,  72489360,  72819376,  73149360,  73479304,  73809216,  74139096,  
           74468936,  74798744,  75128520,  75458264,  75787968,  76117632,  76447264,  76776864,  
           77106424,  77435952,  77765440,  78094888,  78424304,  78753688,  79083032,  79412336,  
           79741608,  80070840,  80400032,  80729192,  81058312,  81387392,  81716432,  82045440,  
           82374408,  82703336,  83032224,  83361080,  83689896,  84018664,  84347400,  84676096,  
           85004760,  85333376,  85661952,  85990488,  86318984,  86647448,  86975864,  87304240,  
           87632576,  87960872,  88289128,  88617344,  88945520,  89273648,  89601736,  89929792,  
           90257792,  90585760,  90913688,  91241568,  91569408,  91897200,  92224960,  92552672,  
           92880336,  93207968,  93535552,  93863088,  94190584,  94518040,  94845448,  95172816,  
           95500136,  95827416,  96154648,  96481832,  96808976,  97136080,  97463136,  97790144,  
           98117112,  98444032,  98770904,  99097736,  99424520,  99751256,  100077944,  100404592,  
           100731192,  101057744,  101384248,  101710712,  102037128,  102363488,  102689808,  103016080,  
           103342312,  103668488,  103994616,  104320696,  104646736,  104972720,  105298656,  105624552,  
           105950392,  106276184,  106601928,  106927624,  107253272,  107578872,  107904416,  108229920,  
           108555368,  108880768,  109206120,  109531416,  109856664,  110181872,  110507016,  110832120,  
           111157168,  111482168,  111807112,  112132008,  112456856,  112781648,  113106392,  113431080,  
           113755720,  114080312,  114404848,  114729328,  115053760,  115378136,  115702464,  116026744,  
           116350960,  116675128,  116999248,  117323312,  117647320,  117971272,  118295176,  118619024,  
           118942816,  119266560,  119590248,  119913880,  120237456,  120560984,  120884456,  121207864,  
           121531224,  121854528,  122177784,  122500976,  122824112,  123147200,  123470224,  123793200,  
           124116120,  124438976,  124761784,  125084528,  125407224,  125729856,  126052432,  126374960,  
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           436444352,  436659520,  436874592,  437089568,  437304416,  437519200,  437733856,  437948416,  
           438162880,  438377248,  438591520,  438805696,  439019744,  439233728,  439447584,  439661344,  
           439875008,  440088576,  440302048,  440515392,  440728672,  440941824,  441154880,  441367872,  
           441580736,  441793472,  442006144,  442218720,  442431168,  442643552,  442855808,  443067968,  
           443280032,  443492000,  443703872,  443915648,  444127296,  444338880,  444550336,  444761696,  
           444972992,  445184160,  445395232,  445606176,  445817056,  446027840,  446238496,  446449088,  
           446659552,  446869920,  447080192,  447290400,  447500448,  447710432,  447920320,  448130112,  
           448339776,  448549376,  448758848,  448968224,  449177536,  449386720,  449595808,  449804800,  
           450013664,  450222464,  450431168,  450639776,  450848256,  451056640,  451264960,  451473152,  
           451681248,  451889248,  452097152,  452304960,  452512672,  452720288,  452927808,  453135232,  
           453342528,  453549760,  453756864,  453963904,  454170816,  454377632,  454584384,  454791008,  
           454997536,  455203968,  455410304,  455616544,  455822688,  456028704,  456234656,  456440512,  
           456646240,  456851904,  457057472,  457262912,  457468256,  457673536,  457878688,  458083744,  
           458288736,  458493600,  458698368,  458903040,  459107616,  459312096,  459516480,  459720768,  
           459924960,  460129056,  460333056,  460536960,  460740736,  460944448,  461148064,  461351584,  
           461554976,  461758304,  461961536,  462164640,  462367680,  462570592,  462773440,  462976160,  
           463178816,  463381344,  463583776,  463786144,  463988384,  464190560,  464392608,  464594560,  
           464796448,  464998208,  465199872,  465401472,  465602944,  465804320,  466005600,  466206816,  
           466407904,  466608896,  466809824,  467010624,  467211328,  467411936,  467612480,  467812896,  
           468013216,  468213440,  468413600,  468613632,  468813568,  469013440,  469213184,  469412832,  
           469612416,  469811872,  470011232,  470210528,  470409696,  470608800,  470807776,  471006688,  
           471205472,  471404192,  471602784,  471801312,  471999712,  472198048,  472396288,  472594400,  
           472792448,  472990400,  473188256,  473385984,  473583648,  473781216,  473978688,  474176064,  
           474373344,  474570528,  474767616,  474964608,  475161504,  475358336,  475555040,  475751648,  
           475948192,  476144608,  476340928,  476537184,  476733312,  476929376,  477125344,  477321184,  
           477516960,  477712640,  477908224,  478103712,  478299104,  478494400,  478689600,  478884704,  
           479079744,  479274656,  479469504,  479664224,  479858880,  480053408,  480247872,  480442240,  
           480636512,  480830656,  481024736,  481218752,  481412640,  481606432,  481800128,  481993760,  
           482187264,  482380704,  482574016,  482767264,  482960416,  483153472,  483346432,  483539296,  
           483732064,  483924768,  484117344,  484309856,  484502240,  484694560,  484886784,  485078912,  
           485270944,  485462880,  485654720,  485846464,  486038144,  486229696,  486421184,  486612576,  
           486803840,  486995040,  487186176,  487377184,  487568096,  487758912,  487949664,  488140320,  
           488330880,  488521312,  488711712,  488901984,  489092160,  489282240,  489472256,  489662176,  
           489851968,  490041696,  490231328,  490420896,  490610336,  490799712,  490988960,  491178144,  
           491367232,  491556224,  491745120,  491933920,  492122656,  492311264,  492499808,  492688256,  
           492876608,  493064864,  493253056,  493441120,  493629120,  493817024,  494004832,  494192544,  
           494380160,  494567712,  494755136,  494942496,  495129760,  495316928,  495504000,  495691008,  
           495877888,  496064704,  496251424,  496438048,  496624608,  496811040,  496997408,  497183680,  
           497369856,  497555936,  497741920,  497927840,  498113632,  498299360,  498484992,  498670560,  
           498856000,  499041376,  499226656,  499411840,  499596928,  499781920,  499966848,  500151680,  
           500336416,  500521056,  500705600,  500890080,  501074464,  501258752,  501442944,  501627040,  
           501811072,  501995008,  502178848,  502362592,  502546240,  502729824,  502913312,  503096704,  
           503280000,  503463232,  503646368,  503829408,  504012352,  504195200,  504377984,  504560672,  
           504743264,  504925760,  505108192,  505290496,  505472736,  505654912,  505836960,  506018944,  
           506200832,  506382624,  506564320,  506745952,  506927488,  507108928,  507290272,  507471552,  
           507652736,  507833824,  508014816,  508195744,  508376576,  508557312,  508737952,  508918528,  
           509099008,  509279392,  509459680,  509639904,  509820032,  510000064,  510180000,  510359872,  
           510539648,  510719328,  510898944,  511078432,  511257856,  511437216,  511616448,  511795616,  
           511974688,  512153664,  512332576,  512511392,  512690112,  512868768,  513047296,  513225792,  
           513404160,  513582432,  513760640,  513938784,  514116800,  514294752,  514472608,  514650368,  
           514828064,  515005664,  515183168,  515360608,  515537952,  515715200,  515892352,  516069440,  
           516246432,  516423328,  516600160,  516776896,  516953536,  517130112,  517306592,  517482976,  
           517659264,  517835488,  518011616,  518187680,  518363648,  518539520,  518715296,  518891008,  
           519066624,  519242144,  519417600,  519592960,  519768256,  519943424,  520118528,  520293568,  
           520468480,  520643328,  520818112,  520992800,  521167392,  521341888,  521516320,  521690656,  
           521864896,  522039072,  522213152,  522387168,  522561056,  522734912,  522908640,  523082304,  
           523255872,  523429376,  523602784,  523776096,  523949312,  524122464,  524295552,  524468512,  
           524641440,  524814240,  524986976,  525159616,  525332192,  525504640,  525677056,  525849344,  
           526021568,  526193728,  526365792,  526537760,  526709632,  526881440,  527053152,  527224800,  
           527396352,  527567840,  527739200,  527910528,  528081728,  528252864,  528423936,  528594880,  
           528765760,  528936576,  529107296,  529277920,  529448480,  529618944,  529789344,  529959648,  
           530129856,  530300000,  530470048,  530640000,  530809888,  530979712,  531149440,  531319072,  
           531488608,  531658080,  531827488,  531996800,  532166016,  532335168,  532504224,  532673184,  
           532842080,  533010912,  533179616,  533348288,  533516832,  533685312,  533853728,  534022048,  
           534190272,  534358432,  534526496,  534694496,  534862400,  535030240,  535197984,  535365632,  
           535533216,  535700704,  535868128,  536035456,  536202720,  536369888,  536536992,  536704000,  
           536870912
          };
          

tables.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Lookup tables.
          // Do not try to look them up :- ).
          // In the order of appearance:
          //
          // int finetangent[4096] - Tangens LUT.
          // Should work with BAM fairly well (  12 of 16bit,  
          // effectively,   by shifting ).
          //
          // int finesine[10240] - Sine lookup.
          // Guess what,   serves as cosine,   too.
          // Remarkable thing is,   how to use BAMs with this?
          //
          // int tantoangle[2049] - ArcTan LUT,  
          // maps tan(  angle ) to angle fast. Gotta search.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __TABLES__
          #define __TABLES__
          
          
          
          #ifdef LINUX
          #include <math.h>
          #else
          #define PI 3.141592657
          #endif
          
          
          #include "m_fixed.h"
          
          #define FINEANGLES 8192
          #define FINEMASK (  FINEANGLES-1 )
          
          
          // 0x100000000 to 0x2000
          #define ANGLETOFINESHIFT 19
          
          // Effective size is 10240.
          extern fixed_t finesine[5*FINEANGLES/4];
          
          // Re-use data,   is just PI/2 pahse shift.
          extern fixed_t* finecosine;
          
          
          // Effective size is 4096.
          extern fixed_t finetangent[FINEANGLES/2];
          
          // Binary Angle Measument,   BAM.
          #define ANG45 0x20000000
          #define ANG90 0x40000000
          #define ANG180 0x80000000
          #define ANG270 0xc0000000
          
          
          #define SLOPERANGE 2048
          #define SLOPEBITS 11
          #define DBITS (  FRACBITS-SLOPEBITS )
          
          typedef unsigned angle_t;
          
          
          // Effective size is 2049;
          // The +1 size is to handle the case when x==y
          // without additional checking.
          extern angle_t tantoangle[SLOPERANGE+1];
          
          
          // Utility function,  
          // called by R_PointToAngle.
          int
      90  SlopeDiv
          (   unsigned num,  
           unsigned den );
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

v_video.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Gamma correction LUT stuff.
          // Functions to draw patches (  by post ) directly to screen.
          // Functions to blit a block to the screen.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: v_video.c,  v 1.5 1997/02/03 22:45:13 b1 Exp $";
          
          
          #include "i_system.h"
          #include "r_local.h"
          
          #include "doomdef.h"
          #include "doomdata.h"
          
          #include "m_bbox.h"
          #include "m_swap.h"
          
          #include "v_video.h"
          
          
          // Each screen is [SCREENWIDTH*SCREENHEIGHT];
          byte* screens[5];
          
          int dirtybox[4];
          
          
          
          // Now where did these came from?
          byte gammatable[5][256] =
          {
           {1,  2,  3,  4,  5,  6,  7,  8,  9,  10,  11,  12,  13,  14,  15,  16,  
           17,  18,  19,  20,  21,  22,  23,  24,  25,  26,  27,  28,  29,  30,  31,  32,  
           33,  34,  35,  36,  37,  38,  39,  40,  41,  42,  43,  44,  45,  46,  47,  48,  
           49,  50,  51,  52,  53,  54,  55,  56,  57,  58,  59,  60,  61,  62,  63,  64,  
           65,  66,  67,  68,  69,  70,  71,  72,  73,  74,  75,  76,  77,  78,  79,  80,  
           81,  82,  83,  84,  85,  86,  87,  88,  89,  90,  91,  92,  93,  94,  95,  96,  
           97,  98,  99,  100,  101,  102,  103,  104,  105,  106,  107,  108,  109,  110,  111,  112,  
           113,  114,  115,  116,  117,  118,  119,  120,  121,  122,  123,  124,  125,  126,  127,  128,  
           128,  129,  130,  131,  132,  133,  134,  135,  136,  137,  138,  139,  140,  141,  142,  143,  
           144,  145,  146,  147,  148,  149,  150,  151,  152,  153,  154,  155,  156,  157,  158,  159,  
           160,  161,  162,  163,  164,  165,  166,  167,  168,  169,  170,  171,  172,  173,  174,  175,  
           176,  177,  178,  179,  180,  181,  182,  183,  184,  185,  186,  187,  188,  189,  190,  191,  
           192,  193,  194,  195,  196,  197,  198,  199,  200,  201,  202,  203,  204,  205,  206,  207,  
           208,  209,  210,  211,  212,  213,  214,  215,  216,  217,  218,  219,  220,  221,  222,  223,  
           224,  225,  226,  227,  228,  229,  230,  231,  232,  233,  234,  235,  236,  237,  238,  239,  
           240,  241,  242,  243,  244,  245,  246,  247,  248,  249,  250,  251,  252,  253,  254,  255},  
          
           {2,  4,  5,  7,  8,  10,  11,  12,  14,  15,  16,  18,  19,  20,  21,  23,  24,  25,  26,  27,  29,  30,  31,  
           32,  33,  34,  36,  37,  38,  39,  40,  41,  42,  44,  45,  46,  47,  48,  49,  50,  51,  52,  54,  55,  
           56,  57,  58,  59,  60,  61,  62,  63,  64,  65,  66,  67,  69,  70,  71,  72,  73,  74,  75,  76,  77,  
           78,  79,  80,  81,  82,  83,  84,  85,  86,  87,  88,  89,  90,  91,  92,  93,  94,  95,  96,  97,  98,  
           99,  100,  101,  102,  103,  104,  105,  106,  107,  108,  109,  110,  111,  112,  113,  114,  
           115,  116,  117,  118,  119,  120,  121,  122,  123,  124,  125,  126,  127,  128,  129,  129,  
           130,  131,  132,  133,  134,  135,  136,  137,  138,  139,  140,  141,  142,  143,  144,  145,  
           146,  147,  148,  148,  149,  150,  151,  152,  153,  154,  155,  156,  157,  158,  159,  160,  
           161,  162,  163,  163,  164,  165,  166,  167,  168,  169,  170,  171,  172,  173,  174,  175,  
           175,  176,  177,  178,  179,  180,  181,  182,  183,  184,  185,  186,  186,  187,  188,  189,  
           190,  191,  192,  193,  194,  195,  196,  196,  197,  198,  199,  200,  201,  202,  203,  204,  
           205,  205,  206,  207,  208,  209,  210,  211,  212,  213,  214,  214,  215,  216,  217,  218,  
           219,  220,  221,  222,  222,  223,  224,  225,  226,  227,  228,  229,  230,  230,  231,  232,  
           233,  234,  235,  236,  237,  237,  238,  239,  240,  241,  242,  243,  244,  245,  245,  246,  
           247,  248,  249,  250,  251,  252,  252,  253,  254,  255},  
          
           {4,  7,  9,  11,  13,  15,  17,  19,  21,  22,  24,  26,  27,  29,  30,  32,  33,  35,  36,  38,  39,  40,  42,  
           43,  45,  46,  47,  48,  50,  51,  52,  54,  55,  56,  57,  59,  60,  61,  62,  63,  65,  66,  67,  68,  69,  
           70,  72,  73,  74,  75,  76,  77,  78,  79,  80,  82,  83,  84,  85,  86,  87,  88,  89,  90,  91,  92,  93,  
           94,  95,  96,  97,  98,  100,  101,  102,  103,  104,  105,  106,  107,  108,  109,  110,  111,  112,  
           113,  114,  114,  115,  116,  117,  118,  119,  120,  121,  122,  123,  124,  125,  126,  127,  128,  
           129,  130,  131,  132,  133,  133,  134,  135,  136,  137,  138,  139,  140,  141,  142,  143,  144,  
           144,  145,  146,  147,  148,  149,  150,  151,  152,  153,  153,  154,  155,  156,  157,  158,  159,  
           160,  160,  161,  162,  163,  164,  165,  166,  166,  167,  168,  169,  170,  171,  172,  172,  173,  
           174,  175,  176,  177,  178,  178,  179,  180,  181,  182,  183,  183,  184,  185,  186,  187,  188,  
           188,  189,  190,  191,  192,  193,  193,  194,  195,  196,  197,  197,  198,  199,  200,  201,  201,  
           202,  203,  204,  205,  206,  206,  207,  208,  209,  210,  210,  211,  212,  213,  213,  214,  215,  
           216,  217,  217,  218,  219,  220,  221,  221,  222,  223,  224,  224,  225,  226,  227,  228,  228,  
           229,  230,  231,  231,  232,  233,  234,  235,  235,  236,  237,  238,  238,  239,  240,  241,  241,  
           242,  243,  244,  244,  245,  246,  247,  247,  248,  249,  250,  251,  251,  252,  253,  254,  254,  
           255},  
          
           {8,  12,  16,  19,  22,  24,  27,  29,  31,  34,  36,  38,  40,  41,  43,  45,  47,  49,  50,  52,  53,  55,  
           57,  58,  60,  61,  63,  64,  65,  67,  68,  70,  71,  72,  74,  75,  76,  77,  79,  80,  81,  82,  84,  85,  
           86,  87,  88,  90,  91,  92,  93,  94,  95,  96,  98,  99,  100,  101,  102,  103,  104,  105,  106,  107,  
           108,  109,  110,  111,  112,  113,  114,  115,  116,  117,  118,  119,  120,  121,  122,  123,  124,  
           125,  126,  127,  128,  129,  130,  131,  132,  133,  134,  135,  135,  136,  137,  138,  139,  140,  
           141,  142,  143,  143,  144,  145,  146,  147,  148,  149,  150,  150,  151,  152,  153,  154,  155,  
           155,  156,  157,  158,  159,  160,  160,  161,  162,  163,  164,  165,  165,  166,  167,  168,  169,  
           169,  170,  171,  172,  173,  173,  174,  175,  176,  176,  177,  178,  179,  180,  180,  181,  182,  
           183,  183,  184,  185,  186,  186,  187,  188,  189,  189,  190,  191,  192,  192,  193,  194,  195,  
           195,  196,  197,  197,  198,  199,  200,  200,  201,  202,  202,  203,  204,  205,  205,  206,  207,  
           207,  208,  209,  210,  210,  211,  212,  212,  213,  214,  214,  215,  216,  216,  217,  218,  219,  
           219,  220,  221,  221,  222,  223,  223,  224,  225,  225,  226,  227,  227,  228,  229,  229,  230,  
           231,  231,  232,  233,  233,  234,  235,  235,  236,  237,  237,  238,  238,  239,  240,  240,  241,  
           242,  242,  243,  244,  244,  245,  246,  246,  247,  247,  248,  249,  249,  250,  251,  251,  252,  
           253,  253,  254,  254,  255},  
          
           {16,  23,  28,  32,  36,  39,  42,  45,  48,  50,  53,  55,  57,  60,  62,  64,  66,  68,  69,  71,  73,  75,  76,  
           78,  80,  81,  83,  84,  86,  87,  89,  90,  92,  93,  94,  96,  97,  98,  100,  101,  102,  103,  105,  106,  
           107,  108,  109,  110,  112,  113,  114,  115,  116,  117,  118,  119,  120,  121,  122,  123,  124,  
           125,  126,  128,  128,  129,  130,  131,  132,  133,  134,  135,  136,  137,  138,  139,  140,  141,  
           142,  143,  143,  144,  145,  146,  147,  148,  149,  150,  150,  151,  152,  153,  154,  155,  155,  
           156,  157,  158,  159,  159,  160,  161,  162,  163,  163,  164,  165,  166,  166,  167,  168,  169,  
           169,  170,  171,  172,  172,  173,  174,  175,  175,  176,  177,  177,  178,  179,  180,  180,  181,  
           182,  182,  183,  184,  184,  185,  186,  187,  187,  188,  189,  189,  190,  191,  191,  192,  193,  
           193,  194,  195,  195,  196,  196,  197,  198,  198,  199,  200,  200,  201,  202,  202,  203,  203,  
           204,  205,  205,  206,  207,  207,  208,  208,  209,  210,  210,  211,  211,  212,  213,  213,  214,  
           214,  215,  216,  216,  217,  217,  218,  219,  219,  220,  220,  221,  221,  222,  223,  223,  224,  
           224,  225,  225,  226,  227,  227,  228,  228,  229,  229,  230,  230,  231,  232,  232,  233,  233,  
           234,  234,  235,  235,  236,  236,  237,  237,  238,  239,  239,  240,  240,  241,  241,  242,  242,  
           243,  243,  244,  244,  245,  245,  246,  246,  247,  247,  248,  248,  249,  249,  250,  250,  251,  
           251,  252,  252,  253,  254,  254,  255,  255}
          };
          
          
          
          int usegamma;
          
          //
          // V_MarkRect
          //
          void
     143  V_MarkRect
          (   int x,  
           int y,  
           int width,  
           int height  )
          {
           M_AddToBox (  dirtybox,   x,   y );
           M_AddToBox (  dirtybox,   x+width-1,   y+height-1 );
          }
          
          
          //
          // V_CopyRect
          //
          void
     158  V_CopyRect
          (   int srcx,  
           int srcy,  
           int srcscrn,  
           int width,  
           int height,  
           int destx,  
           int desty,  
           int destscrn  )
          {
           byte* src;
           byte* dest;
          
          #ifdef RANGECHECK
           if (  srcx<0
           ||srcx+width >SCREENWIDTH
           || srcy<0
           || srcy+height>SCREENHEIGHT
           ||destx<0||destx+width >SCREENWIDTH
           || desty<0
           || desty+height>SCREENHEIGHT
           || (  unsigned )srcscrn>4
           || (  unsigned )destscrn>4 )
           {
           I_Error (  "Bad V_CopyRect" );
           }
          #endif
           V_MarkRect (  destx,   desty,   width,   height );
          
           src = screens[srcscrn]+SCREENWIDTH*srcy+srcx;
           dest = screens[destscrn]+SCREENWIDTH*desty+destx;
          
           for (   ; height>0 ; height-- )
           {
           memcpy (  dest,   src,   width );
           src += SCREENWIDTH;
           dest += SCREENWIDTH;
           }
          }
          
          
          //
          // V_DrawPatch
          // Masks a column based masked pic to the screen.
          //
          void
     204  V_DrawPatch
          (   int x,  
           int y,  
           int scrn,  
           patch_t* patch  )
          {
          
           int count;
           int col;
           column_t* column;
           byte* desttop;
           byte* dest;
           byte* source;
           int w;
          
           y -= SHORT(  patch->topoffset );
           x -= SHORT(  patch->leftoffset );
          #ifdef RANGECHECK
           if (  x<0
           ||x+SHORT(  patch->width ) >SCREENWIDTH
           || y<0
           || y+SHORT(  patch->height )>SCREENHEIGHT
           || (  unsigned )scrn>4 )
           {
           fprintf(   stderr,   "Patch at %d,  %d exceeds LFB\n",   x,  y  );
           // No I_Error abort - what is up with TNT.WAD?
           fprintf(   stderr,   "V_DrawPatch: bad patch (  ignored )\n" );
           return;
           }
          #endif
          
           if (  !scrn )
           V_MarkRect (  x,   y,   SHORT(  patch->width ),   SHORT(  patch->height ) );
          
           col = 0;
           desttop = screens[scrn]+y*SCREENWIDTH+x;
          
           w = SHORT(  patch->width );
          
           for (   ; col<w ; x++,   col++,   desttop++ )
           {
           column = (  column_t * )(  (  byte * )patch + LONG(  patch->columnofs[col] ) );
          
           // step through the posts in a column
           while (  column->topdelta != 0xff  )
           {
           source = (  byte * )column + 3;
           dest = desttop + column->topdelta*SCREENWIDTH;
           count = column->length;
          
           while (  count-- )
           {
           *dest = *source++;
           dest += SCREENWIDTH;
           }
           column = (  column_t * )(   (  byte * )column + column->length
           + 4  );
           }
           }
          }
          
          //
          // V_DrawPatchFlipped
          // Masks a column based masked pic to the screen.
          // Flips horizontally,   e.g. to mirror face.
          //
          void
     271  V_DrawPatchFlipped
          (   int x,  
           int y,  
           int scrn,  
           patch_t* patch  )
          {
          
           int count;
           int col;
           column_t* column;
           byte* desttop;
           byte* dest;
           byte* source;
           int w;
          
           y -= SHORT(  patch->topoffset );
           x -= SHORT(  patch->leftoffset );
          #ifdef RANGECHECK
           if (  x<0
           ||x+SHORT(  patch->width ) >SCREENWIDTH
           || y<0
           || y+SHORT(  patch->height )>SCREENHEIGHT
           || (  unsigned )scrn>4 )
           {
           fprintf(   stderr,   "Patch origin %d,  %d exceeds LFB\n",   x,  y  );
           I_Error (  "Bad V_DrawPatch in V_DrawPatchFlipped" );
           }
          #endif
          
           if (  !scrn )
           V_MarkRect (  x,   y,   SHORT(  patch->width ),   SHORT(  patch->height ) );
          
           col = 0;
           desttop = screens[scrn]+y*SCREENWIDTH+x;
          
           w = SHORT(  patch->width );
          
           for (   ; col<w ; x++,   col++,   desttop++ )
           {
           column = (  column_t * )(  (  byte * )patch + LONG(  patch->columnofs[w-1-col] ) );
          
           // step through the posts in a column
           while (  column->topdelta != 0xff  )
           {
           source = (  byte * )column + 3;
           dest = desttop + column->topdelta*SCREENWIDTH;
           count = column->length;
          
           while (  count-- )
           {
           *dest = *source++;
           dest += SCREENWIDTH;
           }
           column = (  column_t * )(   (  byte * )column + column->length
           + 4  );
           }
           }
          }
          
          
          
          //
          // V_DrawPatchDirect
          // Draws directly to the screen on the pc.
          //
          void
     337  V_DrawPatchDirect
          (   int x,  
           int y,  
           int scrn,  
           patch_t* patch  )
          {
           V_DrawPatch (  x,  y,  scrn,   patch );
          
           /*
           int count;
           int col;
           column_t* column;
           byte* desttop;
           byte* dest;
           byte* source;
           int w;
          
           y -= SHORT(  patch->topoffset );
           x -= SHORT(  patch->leftoffset );
          
          #ifdef RANGECHECK
           if (  x<0
           ||x+SHORT(  patch->width ) >SCREENWIDTH
           || y<0
           || y+SHORT(  patch->height )>SCREENHEIGHT
           || (  unsigned )scrn>4 )
           {
           I_Error (  "Bad V_DrawPatchDirect" );
           }
          #endif
          
           // V_MarkRect (  x,   y,   SHORT(  patch->width ),   SHORT(  patch->height ) );
           desttop = destscreen + y*SCREENWIDTH/4 + (  x>>2 );
          
           w = SHORT(  patch->width );
           for (   col = 0 ; col<w ; col++ )
           {
           outp (  SC_INDEX+1,  1<<(  x&3 ) );
           column = (  column_t * )(  (  byte * )patch + LONG(  patch->columnofs[col] ) );
          
           // step through the posts in a column
          
           while (  column->topdelta != 0xff  )
           {
           source = (  byte * )column + 3;
           dest = desttop + column->topdelta*SCREENWIDTH/4;
           count = column->length;
          
           while (  count-- )
           {
           *dest = *source++;
           dest += SCREENWIDTH/4;
           }
           column = (  column_t * )(   (  byte * )column + column->length
           + 4  );
           }
           if (   (  (  ++x )&3 ) == 0  )
           desttop++; // go to next byte,   not next plane
           }*/
          }
          
          
          
          //
          // V_DrawBlock
          // Draw a linear block of pixels into the view buffer.
          //
          void
     405  V_DrawBlock
          (   int x,  
           int y,  
           int scrn,  
           int width,  
           int height,  
           byte* src  )
          {
           byte* dest;
          
          #ifdef RANGECHECK
           if (  x<0
           ||x+width >SCREENWIDTH
           || y<0
           || y+height>SCREENHEIGHT
           || (  unsigned )scrn>4  )
           {
           I_Error (  "Bad V_DrawBlock" );
           }
          #endif
          
           V_MarkRect (  x,   y,   width,   height );
          
           dest = screens[scrn] + y*SCREENWIDTH+x;
          
           while (  height-- )
           {
           memcpy (  dest,   src,   width );
           src += width;
           dest += SCREENWIDTH;
           }
          }
          
          
          
          //
          // V_GetBlock
          // Gets a linear block of pixels from the view buffer.
          //
          void
     445  V_GetBlock
          (   int x,  
           int y,  
           int scrn,  
           int width,  
           int height,  
           byte* dest  )
          {
           byte* src;
          
          #ifdef RANGECHECK
           if (  x<0
           ||x+width >SCREENWIDTH
           || y<0
           || y+height>SCREENHEIGHT
           || (  unsigned )scrn>4  )
           {
           I_Error (  "Bad V_DrawBlock" );
           }
          #endif
          
           src = screens[scrn] + y*SCREENWIDTH+x;
          
           while (  height-- )
           {
           memcpy (  dest,   src,   width );
           src += SCREENWIDTH;
           dest += width;
           }
          }
          
          
          
          
          //
          // V_Init
          //
     482  void V_Init (  void )
          {
           int i;
           byte* base;
          
           // stick these in low dos memory on PCs
          
           base = I_AllocLow (  SCREENWIDTH*SCREENHEIGHT*4 );
          
           for (  i=0 ; i<4 ; i++ )
           screens[i] = base + i*SCREENWIDTH*SCREENHEIGHT;
          }

v_video.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Gamma correction LUT.
          // Functions to draw patches (  by post ) directly to screen.
          // Functions to blit a block to the screen.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __V_VIDEO__
          #define __V_VIDEO__
          
          #include "doomtype.h"
          
          #include "doomdef.h"
          
          // Needed because we are refering to patches.
          #include "r_data.h"
          
          //
          // VIDEO
          //
          
          #define CENTERY (  SCREENHEIGHT/2 )
          
          
          // Screen 0 is the screen updated by I_Update screen.
          // Screen 1 is an extra buffer.
          
          
          
          extern byte* screens[5];
          
          extern int dirtybox[4];
          
          extern byte gammatable[5][256];
          extern int usegamma;
          
          
          
          // Allocates buffer screens,   call before R_Init.
      57  void V_Init (  void );
          
          
          void
      61  V_CopyRect
          (   int srcx,  
           int srcy,  
           int srcscrn,  
           int width,  
           int height,  
           int destx,  
           int desty,  
           int destscrn  );
          
          void
      72  V_DrawPatch
          (   int x,  
           int y,  
           int scrn,  
           patch_t* patch );
          
          void
      79  V_DrawPatchDirect
          (   int x,  
           int y,  
           int scrn,  
           patch_t* patch  );
          
          
          // Draw a linear block of pixels into the view buffer.
          void
      88  V_DrawBlock
          (   int x,  
           int y,  
           int scrn,  
           int width,  
           int height,  
           byte* src  );
          
          // Reads a linear block of pixels into the view buffer.
          void
      98  V_GetBlock
          (   int x,  
           int y,  
           int scrn,  
           int width,  
           int height,  
           byte* dest  );
          
          
          void
     108  V_MarkRect
          (   int x,  
           int y,  
           int width,  
           int height  );
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

w_wad.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Handles WAD file header,   directory,   lump I/O.
          //
          //-----------------------------------------------------------------------------
          
          
          static const char
          rcsid[] = "$Id: w_wad.c,  v 1.5 1997/02/03 16:47:57 b1 Exp $";
          
          
          #ifdef NORMALUNIX
          #include <ctype.h>
          #include <sys/types.h>
          #include <string.h>
          #include <unistd.h>
          #include <malloc.h>
          #include <fcntl.h>
          #include <sys/stat.h>
          #include <alloca.h>
          #define O_BINARY 0
          #endif
          
          #include "doomtype.h"
          #include "m_swap.h"
          #include "i_system.h"
          #include "z_zone.h"
          
          #ifdef __GNUG__
          #pragma implementation "w_wad.h"
          #endif
          #include "w_wad.h"
          
          
          
          
          
          
          //
          // GLOBALS
          //
          
          // Location of each lump on disk.
          lumpinfo_t* lumpinfo;
          int numlumps;
          
          void** lumpcache;
          
          
          #define strcmpi strcasecmp
          
      69  void strupr (  char* s )
          {
           while (  *s ) { *s = toupper(  *s ); s++; }
          }
          
      74  int filelength (  int handle )
          {
           struct stat fileinfo;
          
           if (  fstat (  handle,  &fileinfo ) == -1 )
           I_Error (  "Error fstating" );
          
           return fileinfo.st_size;
          }
          
          
          void
      86  ExtractFileBase
          (   char* path,  
           char* dest  )
          {
           char* src;
           int length;
          
           src = path + strlen(  path ) - 1;
          
           // back up until a \ or the start
           while (  src != path
           && *(  src-1 ) != '\\'
           && *(  src-1 ) != '/' )
           {
           src--;
           }
          
           // copy up to eight characters
           memset (  dest,  0,  8 );
           length = 0;
          
           while (  *src && *src != '.' )
           {
           if (  ++length == 9 )
           I_Error (  "Filename base of %s >8 chars",  path );
          
           *dest++ = toupper(  (  int )*src++ );
           }
          }
          
          
          
          
          
          //
          // LUMP BASED ROUTINES.
          //
          
          //
          // W_AddFile
          // All files are optional,   but at least one file must be
          // found (  PWAD,   if all required lumps are present ).
          // Files with a .wad extension are wadlink files
          // with multiple lumps.
          // Other files are single lumps with the base filename
          // for the lump name.
          //
          // If filename starts with a tilde,   the file is handled
          // specially to allow map reloads.
          // But: the reload feature is a fragile hack...
          
          int reloadlump;
          char* reloadname;
          
          
     141  void W_AddFile (  char *filename )
          {
           wadinfo_t header;
           lumpinfo_t* lump_p;
           unsigned i;
           int handle;
           int length;
           int startlump;
           filelump_t* fileinfo;
           filelump_t singleinfo;
           int storehandle;
          
           // open the file and add to directory
          
           // handle reload indicator.
           if (  filename[0] == '~' )
           {
           filename++;
           reloadname = filename;
           reloadlump = numlumps;
           }
          
           if (   (  handle = open (  filename,  O_RDONLY | O_BINARY ) ) == -1 )
           {
           printf (  " couldn't open %s\n",  filename );
           return;
           }
          
           printf (  " adding %s\n",  filename );
           startlump = numlumps;
          
           if (  strcmpi (  filename+strlen(  filename )-3 ,   "wad"  )  )
           {
           // single lump file
           fileinfo = &singleinfo;
           singleinfo.filepos = 0;
           singleinfo.size = LONG(  filelength(  handle ) );
           ExtractFileBase (  filename,   singleinfo.name );
           numlumps++;
           }
           else
           {
           // WAD file
           read (  handle,   &header,   sizeof(  header ) );
           if (  strncmp(  header.identification,  "IWAD",  4 ) )
           {
           // Homebrew levels?
           if (  strncmp(  header.identification,  "PWAD",  4 ) )
           {
           I_Error (  "Wad file %s doesn't have IWAD "
           "or PWAD id\n",   filename );
           }
          
           // ???modifiedgame = true;
           }
           header.numlumps = LONG(  header.numlumps );
           header.infotableofs = LONG(  header.infotableofs );
           length = header.numlumps*sizeof(  filelump_t );
           fileinfo = alloca (  length );
           lseek (  handle,   header.infotableofs,   SEEK_SET );
           read (  handle,   fileinfo,   length );
           numlumps += header.numlumps;
           }
          
          
           // Fill in lumpinfo
           lumpinfo = realloc (  lumpinfo,   numlumps*sizeof(  lumpinfo_t ) );
          
           if (  !lumpinfo )
           I_Error (  "Couldn't realloc lumpinfo" );
          
           lump_p = &lumpinfo[startlump];
          
           storehandle = reloadname ? -1 : handle;
          
           for (  i=startlump ; i<numlumps ; i++,  lump_p++,   fileinfo++ )
           {
           lump_p->handle = storehandle;
           lump_p->position = LONG(  fileinfo->filepos );
           lump_p->size = LONG(  fileinfo->size );
           strncpy (  lump_p->name,   fileinfo->name,   8 );
           }
          
           if (  reloadname )
           close (  handle );
          }
          
          
          
          
          //
          // W_Reload
          // Flushes any of the reloadable lumps in memory
          // and reloads the directory.
          //
     236  void W_Reload (  void )
          {
           wadinfo_t header;
           int lumpcount;
           lumpinfo_t* lump_p;
           unsigned i;
           int handle;
           int length;
           filelump_t* fileinfo;
          
           if (  !reloadname )
           return;
          
           if (   (  handle = open (  reloadname,  O_RDONLY | O_BINARY ) ) == -1 )
           I_Error (  "W_Reload: couldn't open %s",  reloadname );
          
           read (  handle,   &header,   sizeof(  header ) );
           lumpcount = LONG(  header.numlumps );
           header.infotableofs = LONG(  header.infotableofs );
           length = lumpcount*sizeof(  filelump_t );
           fileinfo = alloca (  length );
           lseek (  handle,   header.infotableofs,   SEEK_SET );
           read (  handle,   fileinfo,   length );
          
           // Fill in lumpinfo
           lump_p = &lumpinfo[reloadlump];
          
           for (  i=reloadlump ;
           i<reloadlump+lumpcount ;
           i++,  lump_p++,   fileinfo++ )
           {
           if (  lumpcache[i] )
           Z_Free (  lumpcache[i] );
          
           lump_p->position = LONG(  fileinfo->filepos );
           lump_p->size = LONG(  fileinfo->size );
           }
          
           close (  handle );
          }
          
          
          
          //
          // W_InitMultipleFiles
          // Pass a null terminated list of files to use.
          // All files are optional,   but at least one file
          // must be found.
          // Files with a .wad extension are idlink files
          // with multiple lumps.
          // Other files are single lumps with the base filename
          // for the lump name.
          // Lump names can appear multiple times.
          // The name searcher looks backwards,   so a later file
          // does override all earlier ones.
          //
     292  void W_InitMultipleFiles (  char** filenames )
          {
           int size;
          
           // open all the files,   load headers,   and count lumps
           numlumps = 0;
          
           // will be realloced as lumps are added
           lumpinfo = malloc(  1 );
          
           for (   ; *filenames ; filenames++ )
           W_AddFile (  *filenames );
          
           if (  !numlumps )
           I_Error (  "W_InitFiles: no files found" );
          
           // set up caching
           size = numlumps * sizeof(  *lumpcache );
           lumpcache = malloc (  size );
          
           if (  !lumpcache )
           I_Error (  "Couldn't allocate lumpcache" );
          
           memset (  lumpcache,  0,   size );
          }
          
          
          
          
          //
          // W_InitFile
          // Just initialize from a single file.
          //
     325  void W_InitFile (  char* filename )
          {
           char* names[2];
          
           names[0] = filename;
           names[1] = NULL;
           W_InitMultipleFiles (  names );
          }
          
          
          
          //
          // W_NumLumps
          //
     339  int W_NumLumps (  void )
          {
           return numlumps;
          }
          
          
          
          //
          // W_CheckNumForName
          // Returns -1 if name not found.
          //
          
     351  int W_CheckNumForName (  char* name )
          {
           union {
           char s[9];
           int x[2];
          
           } name8;
          
           int v1;
           int v2;
           lumpinfo_t* lump_p;
          
           // make the name into two integers for easy compares
           strncpy (  name8.s,  name,  8 );
          
           // in case the name was a fill 8 chars
           name8.s[8] = 0;
          
           // case insensitive
           strupr (  name8.s );
          
           v1 = name8.x[0];
           v2 = name8.x[1];
          
          
           // scan backwards so patch lump files take precedence
           lump_p = lumpinfo + numlumps;
          
           while (  lump_p-- != lumpinfo )
           {
           if (   *(  int * )lump_p->name == v1
           && *(  int * )&lump_p->name[4] == v2 )
           {
           return lump_p - lumpinfo;
           }
           }
          
           // TFB. Not found.
           return -1;
          }
          
          
          
          
          //
          // W_GetNumForName
          // Calls W_CheckNumForName,   but bombs out if not found.
          //
     399  int W_GetNumForName (  char* name )
          {
           int i;
          
           i = W_CheckNumForName (  name );
          
           if (  i == -1 )
           I_Error (  "W_GetNumForName: %s not found!",   name );
          
           return i;
          }
          
          
          //
          // W_LumpLength
          // Returns the buffer size needed to load the given lump.
          //
     416  int W_LumpLength (  int lump )
          {
           if (  lump >= numlumps )
           I_Error (  "W_LumpLength: %i >= numlumps",  lump );
          
           return lumpinfo[lump].size;
          }
          
          
          
          //
          // W_ReadLump
          // Loads the lump into the given buffer,  
          // which must be >= W_LumpLength(   ).
          //
          void
     432  W_ReadLump
          (   int lump,  
           void* dest  )
          {
           int c;
           lumpinfo_t* l;
           int handle;
          
           if (  lump >= numlumps )
           I_Error (  "W_ReadLump: %i >= numlumps",  lump );
          
           l = lumpinfo+lump;
          
           // ??? I_BeginRead (   );
          
           if (  l->handle == -1 )
           {
           // reloadable file,   so use open / read / close
           if (   (  handle = open (  reloadname,  O_RDONLY | O_BINARY ) ) == -1 )
           I_Error (  "W_ReadLump: couldn't open %s",  reloadname );
           }
           else
           handle = l->handle;
          
           lseek (  handle,   l->position,   SEEK_SET );
           c = read (  handle,   dest,   l->size );
          
           if (  c < l->size )
           I_Error (  "W_ReadLump: only read %i of %i on lump %i",  
           c,  l->size,  lump );
          
           if (  l->handle == -1 )
           close (  handle );
          
           // ??? I_EndRead (   );
          }
          
          
          
          
          //
          // W_CacheLumpNum
          //
          void*
     476  W_CacheLumpNum
          (   int lump,  
           int tag  )
          {
           byte* ptr;
          
           if (  (  unsigned )lump >= numlumps )
           I_Error (  "W_CacheLumpNum: %i >= numlumps",  lump );
          
           if (  !lumpcache[lump] )
           {
           // read the lump in
          
           //printf (  "cache miss on lump %i\n",  lump );
           ptr = Z_Malloc (  W_LumpLength (  lump ),   tag,   &lumpcache[lump] );
           W_ReadLump (  lump,   lumpcache[lump] );
           }
           else
           {
           //printf (  "cache hit on lump %i\n",  lump );
           Z_ChangeTag (  lumpcache[lump],  tag );
           }
          
           return lumpcache[lump];
          }
          
          
          
          //
          // W_CacheLumpName
          //
          void*
     508  W_CacheLumpName
          (   char* name,  
           int tag  )
          {
           return W_CacheLumpNum (  W_GetNumForName(  name ),   tag );
          }
          
          
          //
          // W_Profile
          //
          int info[2500][10];
          int profilecount;
          
     522  void W_Profile (  void )
          {
           int i;
           memblock_t* block;
           void* ptr;
           char ch;
           FILE* f;
           int j;
           char name[9];
          
          
           for (  i=0 ; i<numlumps ; i++ )
           {
           ptr = lumpcache[i];
           if (  !ptr )
           {
           ch = ' ';
           continue;
           }
           else
           {
           block = (  memblock_t * ) (   (  byte * )ptr - sizeof(  memblock_t ) );
           if (  block->tag < PU_PURGELEVEL )
           ch = 'S';
           else
           ch = 'P';
           }
           info[i][profilecount] = ch;
           }
           profilecount++;
          
           f = fopen (  "waddump.txt",  "w" );
           name[8] = 0;
          
           for (  i=0 ; i<numlumps ; i++ )
           {
           memcpy (  name,  lumpinfo[i].name,  8 );
          
           for (  j=0 ; j<8 ; j++ )
           if (  !name[j] )
           break;
          
           for (   ; j<8 ; j++ )
           name[j] = ' ';
          
           fprintf (  f,  "%s ",  name );
          
           for (  j=0 ; j<profilecount ; j++ )
           fprintf (  f,  " %c",  info[i][j] );
          
           fprintf (  f,  "\n" );
           }
           fclose (  f );
          }
          
          

w_wad.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // WAD I/O functions.
          //
          //-----------------------------------------------------------------------------
          
          
          #ifndef __W_WAD__
          #define __W_WAD__
          
          
          #ifdef __GNUG__
          #pragma interface
          #endif
          
          
          //
          // TYPES
          //
          typedef struct
          {
           // Should be "IWAD" or "PWAD".
           char identification[4];
           int numlumps;
           int infotableofs;
          
          } wadinfo_t;
          
          
          typedef struct
          {
           int filepos;
           int size;
           char name[8];
          
          } filelump_t;
          
          //
          // WADFILE I/O related stuff.
          //
          typedef struct
          {
           char name[8];
           int handle;
           int position;
           int size;
          } lumpinfo_t;
          
          
          extern void** lumpcache;
          extern lumpinfo_t* lumpinfo;
          extern int numlumps;
          
      69  void W_InitMultipleFiles (  char** filenames );
      70  void W_Reload (  void );
          
      72  int W_CheckNumForName (  char* name );
      73  int W_GetNumForName (  char* name );
          
      75  int W_LumpLength (  int lump );
      76  void W_ReadLump (  int lump,   void *dest );
          
      78  void* W_CacheLumpNum (  int lump,   int tag );
      79  void* W_CacheLumpName (  char* name,   int tag );
          
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

wi_stuff.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Intermission screens.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: wi_stuff.c,  v 1.7 1997/02/03 22:45:13 b1 Exp $";
          
          #include <stdio.h>
          
          #include "z_zone.h"
          
          #include "m_random.h"
          #include "m_swap.h"
          
          #include "i_system.h"
          
          #include "w_wad.h"
          
          #include "g_game.h"
          
          #include "r_local.h"
          #include "s_sound.h"
          
          #include "doomstat.h"
          
          // Data.
          #include "sounds.h"
          
          // Needs access to LFB.
          #include "v_video.h"
          
          #include "wi_stuff.h"
          
          //
          // Data needed to add patches to full screen intermission pics.
          // Patches are statistics messages,   and animations.
          // Loads of by-pixel layout and placement,   offsets etc.
          //
          
          
          //
          // Different vetween registered DOOM (  1994 ) and
          // Ultimate DOOM - Final edition (  retail,   1995? ).
          // This is supposedly ignored for commercial
          // release (  aka DOOM II ),   which had 34 maps
          // in one episode. So there.
          #define NUMEPISODES 4
          #define NUMMAPS 9
          
          
          // in tics
          //U #define PAUSELEN (  TICRATE*2 )
          //U #define SCORESTEP 100
          //U #define ANIMPERIOD 32
          // pixel distance from "(  YOU )" to "PLAYER N"
          //U #define STARDIST 10
          //U #define WK 1
          
          
          // GLOBAL LOCATIONS
          #define WI_TITLEY 2
          #define WI_SPACINGY 33
          
          // SINGPLE-PLAYER STUFF
          #define SP_STATSX 50
          #define SP_STATSY 50
          
          #define SP_TIMEX 16
          #define SP_TIMEY (  SCREENHEIGHT-32 )
          
          
          // NET GAME STUFF
          #define NG_STATSY 50
          #define NG_STATSX (  32 + SHORT(  star->width )/2 + 32*!dofrags )
          
          #define NG_SPACINGX 64
          
          
          // DEATHMATCH STUFF
          #define DM_MATRIXX 42
          #define DM_MATRIXY 68
          
          #define DM_SPACINGX 40
          
          #define DM_TOTALSX 269
          
          #define DM_KILLERSX 10
          #define DM_KILLERSY 100
          #define DM_VICTIMSX 5
          #define DM_VICTIMSY 50
          
          
          
          
          typedef enum
          {
           ANIM_ALWAYS,  
           ANIM_RANDOM,  
           ANIM_LEVEL
          
          } animenum_t;
          
          typedef struct
          {
           int x;
           int y;
          
          } point_t;
          
          
          //
          // Animation.
          // There is another anim_t used in p_spec.
          //
          typedef struct
          {
           animenum_t type;
          
           // period in tics between animations
           int period;
          
           // number of animation frames
           int nanims;
          
           // location of animation
           point_t loc;
          
           // ALWAYS: n/a,  
           // RANDOM: period deviation (  <256 ),  
           // LEVEL: level
           int data1;
          
           // ALWAYS: n/a,  
           // RANDOM: random base period,  
           // LEVEL: n/a
           int data2;
          
           // actual graphics for frames of animations
           patch_t* p[3];
          
           // following must be initialized to zero before use!
          
           // next value of bcnt (  used in conjunction with period )
           int nexttic;
          
           // last drawn animation frame
           int lastdrawn;
          
           // next frame number to animate
           int ctr;
          
           // used by RANDOM and LEVEL when animating
           int state;
          
          } anim_t;
          
          
          static point_t lnodes[NUMEPISODES][NUMMAPS] =
          {
           // Episode 0 World Map
           {
           { 185,   164 },   // location of level 0 (  CJ )
           { 148,   143 },   // location of level 1 (  CJ )
           { 69,   122 },   // location of level 2 (  CJ )
           { 209,   102 },   // location of level 3 (  CJ )
           { 116,   89 },   // location of level 4 (  CJ )
           { 166,   55 },   // location of level 5 (  CJ )
           { 71,   56 },   // location of level 6 (  CJ )
           { 135,   29 },   // location of level 7 (  CJ )
           { 71,   24 } // location of level 8 (  CJ )
           },  
          
           // Episode 1 World Map should go here
           {
           { 254,   25 },   // location of level 0 (  CJ )
           { 97,   50 },   // location of level 1 (  CJ )
           { 188,   64 },   // location of level 2 (  CJ )
           { 128,   78 },   // location of level 3 (  CJ )
           { 214,   92 },   // location of level 4 (  CJ )
           { 133,   130 },   // location of level 5 (  CJ )
           { 208,   136 },   // location of level 6 (  CJ )
           { 148,   140 },   // location of level 7 (  CJ )
           { 235,   158 } // location of level 8 (  CJ )
           },  
          
           // Episode 2 World Map should go here
           {
           { 156,   168 },   // location of level 0 (  CJ )
           { 48,   154 },   // location of level 1 (  CJ )
           { 174,   95 },   // location of level 2 (  CJ )
           { 265,   75 },   // location of level 3 (  CJ )
           { 130,   48 },   // location of level 4 (  CJ )
           { 279,   23 },   // location of level 5 (  CJ )
           { 198,   48 },   // location of level 6 (  CJ )
           { 140,   25 },   // location of level 7 (  CJ )
           { 281,   136 } // location of level 8 (  CJ )
           }
          
          };
          
          
          //
          // Animation locations for episode 0 (  1 ).
          // Using patches saves a lot of space,  
          // as they replace 320x200 full screen frames.
          //
          static anim_t epsd0animinfo[] =
          {
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 224,   104 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 184,   160 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 112,   136 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 72,   112 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 88,   96 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 64,   48 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 192,   40 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 136,   16 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 80,   16 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 64,   24 } }
          };
          
          static anim_t epsd1animinfo[] =
          {
           { ANIM_LEVEL,   TICRATE/3,   1,   { 128,   136 },   1 },  
           { ANIM_LEVEL,   TICRATE/3,   1,   { 128,   136 },   2 },  
           { ANIM_LEVEL,   TICRATE/3,   1,   { 128,   136 },   3 },  
           { ANIM_LEVEL,   TICRATE/3,   1,   { 128,   136 },   4 },  
           { ANIM_LEVEL,   TICRATE/3,   1,   { 128,   136 },   5 },  
           { ANIM_LEVEL,   TICRATE/3,   1,   { 128,   136 },   6 },  
           { ANIM_LEVEL,   TICRATE/3,   1,   { 128,   136 },   7 },  
           { ANIM_LEVEL,   TICRATE/3,   3,   { 192,   144 },   8 },  
           { ANIM_LEVEL,   TICRATE/3,   1,   { 128,   136 },   8 }
          };
          
          static anim_t epsd2animinfo[] =
          {
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 104,   168 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 40,   136 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 160,   96 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 104,   80 } },  
           { ANIM_ALWAYS,   TICRATE/3,   3,   { 120,   32 } },  
           { ANIM_ALWAYS,   TICRATE/4,   3,   { 40,   0 } }
          };
          
          static int NUMANIMS[NUMEPISODES] =
          {
           sizeof(  epsd0animinfo )/sizeof(  anim_t ),  
           sizeof(  epsd1animinfo )/sizeof(  anim_t ),  
           sizeof(  epsd2animinfo )/sizeof(  anim_t )
          };
          
          static anim_t *anims[NUMEPISODES] =
          {
           epsd0animinfo,  
           epsd1animinfo,  
           epsd2animinfo
          };
          
          
          //
          // GENERAL DATA
          //
          
          //
          // Locally used stuff.
          //
          #define FB 0
          
          
          // States for single-player
          #define SP_KILLS 0
          #define SP_ITEMS 2
          #define SP_SECRET 4
          #define SP_FRAGS 6
          #define SP_TIME 8
          #define SP_PAR ST_TIME
          
          #define SP_PAUSE 1
          
          // in seconds
          #define SHOWNEXTLOCDELAY 4
          //#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
          
          
          // used to accelerate or skip a stage
          static int acceleratestage;
          
          // wbs->pnum
          static int me;
          
           // specifies current state
          static stateenum_t state;
          
          // contains information passed into intermission
          static wbstartstruct_t* wbs;
          
          static wbplayerstruct_t* plrs; // wbs->plyr[]
          
          // used for general timing
          static int cnt;
          
          // used for timing of background animation
          static int bcnt;
          
          // signals to refresh everything for one frame
          static int firstrefresh;
          
          static int cnt_kills[MAXPLAYERS];
          static int cnt_items[MAXPLAYERS];
          static int cnt_secret[MAXPLAYERS];
          static int cnt_time;
          static int cnt_par;
          static int cnt_pause;
          
          // # of commercial levels
          static int NUMCMAPS;
          
          
          //
          // GRAPHICS
          //
          
          // background (  map of levels ).
          static patch_t* bg;
          
          // You Are Here graphic
          static patch_t* yah[2];
          
          // splat
          static patch_t* splat;
          
          // %,   : graphics
          static patch_t* percent;
          static patch_t* colon;
          
          // 0-9 graphic
          static patch_t* num[10];
          
          // minus sign
          static patch_t* wiminus;
          
          // "Finished!" graphics
          static patch_t* finished;
          
          // "Entering" graphic
          static patch_t* entering;
          
          // "secret"
          static patch_t* sp_secret;
          
           // "Kills",   "Scrt",   "Items",   "Frags"
          static patch_t* kills;
          static patch_t* secret;
          static patch_t* items;
          static patch_t* frags;
          
          // Time sucks.
          static patch_t* time;
          static patch_t* par;
          static patch_t* sucks;
          
          // "killers",   "victims"
          static patch_t* killers;
          static patch_t* victims;
          
          // "Total",   your face,   your dead face
          static patch_t* total;
          static patch_t* star;
          static patch_t* bstar;
          
          // "red P[1..MAXPLAYERS]"
          static patch_t* p[MAXPLAYERS];
          
          // "gray P[1..MAXPLAYERS]"
          static patch_t* bp[MAXPLAYERS];
          
           // Name graphics of each level (  centered )
          static patch_t** lnames;
          
          //
          // CODE
          //
          
          // slam background
          // UNUSED static unsigned char *background=0;
          
          
     406  void WI_slamBackground(  void )
          {
           memcpy(  screens[0],   screens[1],   SCREENWIDTH * SCREENHEIGHT );
           V_MarkRect (  0,   0,   SCREENWIDTH,   SCREENHEIGHT );
          }
          
          // The ticker is used to detect keys
          // because of timing issues in netgames.
     414  boolean WI_Responder(  event_t* ev )
          {
           return false;
          }
          
          
          // Draws "<Levelname> Finished!"
     421  void WI_drawLF(  void )
          {
           int y = WI_TITLEY;
          
           // draw <LevelName>
           V_DrawPatch(  (  SCREENWIDTH - SHORT(  lnames[wbs->last]->width ) )/2,  
           y,   FB,   lnames[wbs->last] );
          
           // draw "Finished!"
           y += (  5*SHORT(  lnames[wbs->last]->height ) )/4;
          
           V_DrawPatch(  (  SCREENWIDTH - SHORT(  finished->width ) )/2,  
           y,   FB,   finished );
          }
          
          
          
          // Draws "Entering <LevelName>"
     439  void WI_drawEL(  void )
          {
           int y = WI_TITLEY;
          
           // draw "Entering"
           V_DrawPatch(  (  SCREENWIDTH - SHORT(  entering->width ) )/2,  
           y,   FB,   entering );
          
           // draw level
           y += (  5*SHORT(  lnames[wbs->next]->height ) )/4;
          
           V_DrawPatch(  (  SCREENWIDTH - SHORT(  lnames[wbs->next]->width ) )/2,  
           y,   FB,   lnames[wbs->next] );
          
          }
          
          void
     456  WI_drawOnLnode
          (   int n,  
           patch_t* c[]  )
          {
          
           int i;
           int left;
           int top;
           int right;
           int bottom;
           boolean fits = false;
          
           i = 0;
           do
           {
           left = lnodes[wbs->epsd][n].x - SHORT(  c[i]->leftoffset );
           top = lnodes[wbs->epsd][n].y - SHORT(  c[i]->topoffset );
           right = left + SHORT(  c[i]->width );
           bottom = top + SHORT(  c[i]->height );
          
           if (  left >= 0
           && right < SCREENWIDTH
           && top >= 0
           && bottom < SCREENHEIGHT )
           {
           fits = true;
           }
           else
           {
           i++;
           }
           } while (  !fits && i!=2 );
          
           if (  fits && i<2 )
           {
           V_DrawPatch(  lnodes[wbs->epsd][n].x,   lnodes[wbs->epsd][n].y,  
           FB,   c[i] );
           }
           else
           {
           // DEBUG
           printf(  "Could not place patch on level %d",   n+1 );
           }
          }
          
          
          
     503  void WI_initAnimatedBack(  void )
          {
           int i;
           anim_t* a;
          
           if (  gamemode == commercial )
           return;
          
           if (  wbs->epsd > 2 )
           return;
          
           for (  i=0;i<NUMANIMS[wbs->epsd];i++ )
           {
           a = &anims[wbs->epsd][i];
          
           // init variables
           a->ctr = -1;
          
           // specify the next time to draw it
           if (  a->type == ANIM_ALWAYS )
           a->nexttic = bcnt + 1 + (  M_Random(   )%a->period );
           else if (  a->type == ANIM_RANDOM )
           a->nexttic = bcnt + 1 + a->data2+(  M_Random(   )%a->data1 );
           else if (  a->type == ANIM_LEVEL )
           a->nexttic = bcnt + 1;
           }
          
          }
          
     532  void WI_updateAnimatedBack(  void )
          {
           int i;
           anim_t* a;
          
           if (  gamemode == commercial )
           return;
          
           if (  wbs->epsd > 2 )
           return;
          
           for (  i=0;i<NUMANIMS[wbs->epsd];i++ )
           {
           a = &anims[wbs->epsd][i];
          
           if (  bcnt == a->nexttic )
           {
           switch (  a->type )
           {
           case ANIM_ALWAYS:
           if (  ++a->ctr >= a->nanims ) a->ctr = 0;
           a->nexttic = bcnt + a->period;
           break;
          
           case ANIM_RANDOM:
           a->ctr++;
           if (  a->ctr == a->nanims )
           {
           a->ctr = -1;
           a->nexttic = bcnt+a->data2+(  M_Random(   )%a->data1 );
           }
           else a->nexttic = bcnt + a->period;
           break;
          
           case ANIM_LEVEL:
           // gawd-awful hack for level anims
           if (  !(  state == StatCount && i == 7 )
           && wbs->next == a->data1 )
           {
           a->ctr++;
           if (  a->ctr == a->nanims ) a->ctr--;
           a->nexttic = bcnt + a->period;
           }
           break;
           }
           }
          
           }
          
          }
          
     583  void WI_drawAnimatedBack(  void )
          {
           int i;
           anim_t* a;
          
           if (  commercial )
           return;
          
           if (  wbs->epsd > 2 )
           return;
          
           for (  i=0 ; i<NUMANIMS[wbs->epsd] ; i++ )
           {
           a = &anims[wbs->epsd][i];
          
           if (  a->ctr >= 0 )
           V_DrawPatch(  a->loc.x,   a->loc.y,   FB,   a->p[a->ctr] );
           }
          
          }
          
          //
          // Draws a number.
          // If digits > 0,   then use that many digits minimum,  
          // otherwise only use as many as necessary.
          // Returns new x position.
          //
          
          int
     612  WI_drawNum
          (   int x,  
           int y,  
           int n,  
           int digits  )
          {
          
           int fontwidth = SHORT(  num[0]->width );
           int neg;
           int temp;
          
           if (  digits < 0 )
           {
           if (  !n )
           {
           // make variable-length zeros 1 digit long
           digits = 1;
           }
           else
           {
           // figure out # of digits in #
           digits = 0;
           temp = n;
          
           while (  temp )
           {
           temp /= 10;
           digits++;
           }
           }
           }
          
           neg = n < 0;
           if (  neg )
           n = -n;
          
           // if non-number,   do not draw it
           if (  n == 1994 )
           return 0;
          
           // draw the new number
           while (  digits-- )
           {
           x -= fontwidth;
           V_DrawPatch(  x,   y,   FB,   num[ n % 10 ] );
           n /= 10;
           }
          
           // draw a minus sign if necessary
           if (  neg )
           V_DrawPatch(  x-=8,   y,   FB,   wiminus );
          
           return x;
          
          }
          
          void
     669  WI_drawPercent
          (   int x,  
           int y,  
           int p  )
          {
           if (  p < 0 )
           return;
          
           V_DrawPatch(  x,   y,   FB,   percent );
           WI_drawNum(  x,   y,   p,   -1 );
          }
          
          
          
          //
          // Display level completion time and par,  
          // or "sucks" message if overflow.
          //
          void
     688  WI_drawTime
          (   int x,  
           int y,  
           int t  )
          {
          
           int div;
           int n;
          
           if (  t<0 )
           return;
          
           if (  t <= 61*59 )
           {
           div = 1;
          
           do
           {
           n = (  t / div ) % 60;
           x = WI_drawNum(  x,   y,   n,   2 ) - SHORT(  colon->width );
           div *= 60;
          
           // draw
           if (  div==60 || t / div )
           V_DrawPatch(  x,   y,   FB,   colon );
          
           } while (  t / div );
           }
           else
           {
           // "sucks"
           V_DrawPatch(  x - SHORT(  sucks->width ),   y,   FB,   sucks );
           }
          }
          
          
     724  void WI_End(  void )
          {
           void WI_unloadData(  void );
           WI_unloadData(   );
          }
          
     730  void WI_initNoState(  void )
          {
           state = NoState;
           acceleratestage = 0;
           cnt = 10;
          }
          
     737  void WI_updateNoState(  void ) {
          
           WI_updateAnimatedBack(   );
          
           if (  !--cnt )
           {
           WI_End(   );
           G_WorldDone(   );
           }
          
          }
          
          static boolean snl_pointeron = false;
          
          
     752  void WI_initShowNextLoc(  void )
          {
           state = ShowNextLoc;
           acceleratestage = 0;
           cnt = SHOWNEXTLOCDELAY * TICRATE;
          
           WI_initAnimatedBack(   );
          }
          
     761  void WI_updateShowNextLoc(  void )
          {
           WI_updateAnimatedBack(   );
          
           if (  !--cnt || acceleratestage )
           WI_initNoState(   );
           else
           snl_pointeron = (  cnt & 31 ) < 20;
          }
          
     771  void WI_drawShowNextLoc(  void )
          {
          
           int i;
           int last;
          
           WI_slamBackground(   );
          
           // draw animated background
           WI_drawAnimatedBack(   );
          
           if (   gamemode != commercial )
           {
           if (  wbs->epsd > 2 )
           {
           WI_drawEL(   );
           return;
           }
          
           last = (  wbs->last == 8 ) ? wbs->next - 1 : wbs->last;
          
           // draw a splat on taken cities.
           for (  i=0 ; i<=last ; i++ )
           WI_drawOnLnode(  i,   &splat );
          
           // splat the secret level?
           if (  wbs->didsecret )
           WI_drawOnLnode(  8,   &splat );
          
           // draw flashing ptr
           if (  snl_pointeron )
           WI_drawOnLnode(  wbs->next,   yah );
           }
          
           // draws which level you are entering..
           if (   (  gamemode != commercial )
           || wbs->next != 30 )
           WI_drawEL(   );
          
          }
          
     812  void WI_drawNoState(  void )
          {
           snl_pointeron = true;
           WI_drawShowNextLoc(   );
          }
          
     818  int WI_fragSum(  int playernum )
          {
           int i;
           int frags = 0;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  playeringame[i]
           && i!=playernum )
           {
           frags += plrs[playernum].frags[i];
           }
           }
          
          
           // JDC hack - negative frags.
           frags -= plrs[playernum].frags[playernum];
           // UNUSED if (  frags < 0 )
           // frags = 0;
          
           return frags;
          }
          
          
          
          static int dm_state;
          static int dm_frags[MAXPLAYERS][MAXPLAYERS];
          static int dm_totals[MAXPLAYERS];
          
          
          
     849  void WI_initDeathmatchStats(  void )
          {
          
           int i;
           int j;
          
           state = StatCount;
           acceleratestage = 0;
           dm_state = 1;
          
           cnt_pause = TICRATE;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  playeringame[i] )
           {
           for (  j=0 ; j<MAXPLAYERS ; j++ )
           if (  playeringame[j] )
           dm_frags[i][j] = 0;
          
           dm_totals[i] = 0;
           }
           }
          
           WI_initAnimatedBack(   );
          }
          
          
          
     878  void WI_updateDeathmatchStats(  void )
          {
          
           int i;
           int j;
          
           boolean stillticking;
          
           WI_updateAnimatedBack(   );
          
           if (  acceleratestage && dm_state != 4 )
           {
           acceleratestage = 0;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  playeringame[i] )
           {
           for (  j=0 ; j<MAXPLAYERS ; j++ )
           if (  playeringame[j] )
           dm_frags[i][j] = plrs[i].frags[j];
          
           dm_totals[i] = WI_fragSum(  i );
           }
           }
          
          
           S_StartSound(  0,   sfx_barexp );
           dm_state = 4;
           }
          
          
           if (  dm_state == 2 )
           {
           if (  !(  bcnt&3 ) )
           S_StartSound(  0,   sfx_pistol );
          
           stillticking = false;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  playeringame[i] )
           {
           for (  j=0 ; j<MAXPLAYERS ; j++ )
           {
           if (  playeringame[j]
           && dm_frags[i][j] != plrs[i].frags[j] )
           {
           if (  plrs[i].frags[j] < 0 )
           dm_frags[i][j]--;
           else
           dm_frags[i][j]++;
          
           if (  dm_frags[i][j] > 99 )
           dm_frags[i][j] = 99;
          
           if (  dm_frags[i][j] < -99 )
           dm_frags[i][j] = -99;
          
           stillticking = true;
           }
           }
           dm_totals[i] = WI_fragSum(  i );
          
           if (  dm_totals[i] > 99 )
           dm_totals[i] = 99;
          
           if (  dm_totals[i] < -99 )
           dm_totals[i] = -99;
           }
          
           }
           if (  !stillticking )
           {
           S_StartSound(  0,   sfx_barexp );
           dm_state++;
           }
          
           }
           else if (  dm_state == 4 )
           {
           if (  acceleratestage )
           {
           S_StartSound(  0,   sfx_slop );
          
           if (   gamemode == commercial )
           WI_initNoState(   );
           else
           WI_initShowNextLoc(   );
           }
           }
           else if (  dm_state & 1 )
           {
           if (  !--cnt_pause )
           {
           dm_state++;
           cnt_pause = TICRATE;
           }
           }
          }
          
          
          
     981  void WI_drawDeathmatchStats(  void )
          {
          
           int i;
           int j;
           int x;
           int y;
           int w;
          
           int lh; // line height
          
           lh = WI_SPACINGY;
          
           WI_slamBackground(   );
          
           // draw animated background
           WI_drawAnimatedBack(   );
           WI_drawLF(   );
          
           // draw stat titles (  top line )
           V_DrawPatch(  DM_TOTALSX-SHORT(  total->width )/2,  
           DM_MATRIXY-WI_SPACINGY+10,  
           FB,  
           total );
          
           V_DrawPatch(  DM_KILLERSX,   DM_KILLERSY,   FB,   killers );
           V_DrawPatch(  DM_VICTIMSX,   DM_VICTIMSY,   FB,   victims );
          
           // draw P?
           x = DM_MATRIXX + DM_SPACINGX;
           y = DM_MATRIXY;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  playeringame[i] )
           {
           V_DrawPatch(  x-SHORT(  p[i]->width )/2,  
           DM_MATRIXY - WI_SPACINGY,  
           FB,  
           p[i] );
          
           V_DrawPatch(  DM_MATRIXX-SHORT(  p[i]->width )/2,  
           y,  
           FB,  
           p[i] );
          
           if (  i == me )
           {
           V_DrawPatch(  x-SHORT(  p[i]->width )/2,  
           DM_MATRIXY - WI_SPACINGY,  
           FB,  
           bstar );
          
           V_DrawPatch(  DM_MATRIXX-SHORT(  p[i]->width )/2,  
           y,  
           FB,  
           star );
           }
           }
           else
           {
           // V_DrawPatch(  x-SHORT(  bp[i]->width )/2,  
           // DM_MATRIXY - WI_SPACINGY,   FB,   bp[i] );
           // V_DrawPatch(  DM_MATRIXX-SHORT(  bp[i]->width )/2,  
           // y,   FB,   bp[i] );
           }
           x += DM_SPACINGX;
           y += WI_SPACINGY;
           }
          
           // draw stats
           y = DM_MATRIXY+10;
           w = SHORT(  num[0]->width );
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           x = DM_MATRIXX + DM_SPACINGX;
          
           if (  playeringame[i] )
           {
           for (  j=0 ; j<MAXPLAYERS ; j++ )
           {
           if (  playeringame[j] )
           WI_drawNum(  x+w,   y,   dm_frags[i][j],   2 );
          
           x += DM_SPACINGX;
           }
           WI_drawNum(  DM_TOTALSX+w,   y,   dm_totals[i],   2 );
           }
           y += WI_SPACINGY;
           }
          }
          
          static int cnt_frags[MAXPLAYERS];
          static int dofrags;
          static int ng_state;
          
    1078  void WI_initNetgameStats(  void )
          {
          
           int i;
          
           state = StatCount;
           acceleratestage = 0;
           ng_state = 1;
          
           cnt_pause = TICRATE;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  !playeringame[i] )
           continue;
          
           cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0;
          
           dofrags += WI_fragSum(  i );
           }
          
           dofrags = !!dofrags;
          
           WI_initAnimatedBack(   );
          }
          
          
          
    1106  void WI_updateNetgameStats(  void )
          {
          
           int i;
           int fsum;
          
           boolean stillticking;
          
           WI_updateAnimatedBack(   );
          
           if (  acceleratestage && ng_state != 10 )
           {
           acceleratestage = 0;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  !playeringame[i] )
           continue;
          
           cnt_kills[i] = (  plrs[i].skills * 100 ) / wbs->maxkills;
           cnt_items[i] = (  plrs[i].sitems * 100 ) / wbs->maxitems;
           cnt_secret[i] = (  plrs[i].ssecret * 100 ) / wbs->maxsecret;
          
           if (  dofrags )
           cnt_frags[i] = WI_fragSum(  i );
           }
           S_StartSound(  0,   sfx_barexp );
           ng_state = 10;
           }
          
           if (  ng_state == 2 )
           {
           if (  !(  bcnt&3 ) )
           S_StartSound(  0,   sfx_pistol );
          
           stillticking = false;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  !playeringame[i] )
           continue;
          
           cnt_kills[i] += 2;
          
           if (  cnt_kills[i] >= (  plrs[i].skills * 100 ) / wbs->maxkills )
           cnt_kills[i] = (  plrs[i].skills * 100 ) / wbs->maxkills;
           else
           stillticking = true;
           }
          
           if (  !stillticking )
           {
           S_StartSound(  0,   sfx_barexp );
           ng_state++;
           }
           }
           else if (  ng_state == 4 )
           {
           if (  !(  bcnt&3 ) )
           S_StartSound(  0,   sfx_pistol );
          
           stillticking = false;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  !playeringame[i] )
           continue;
          
           cnt_items[i] += 2;
           if (  cnt_items[i] >= (  plrs[i].sitems * 100 ) / wbs->maxitems )
           cnt_items[i] = (  plrs[i].sitems * 100 ) / wbs->maxitems;
           else
           stillticking = true;
           }
           if (  !stillticking )
           {
           S_StartSound(  0,   sfx_barexp );
           ng_state++;
           }
           }
           else if (  ng_state == 6 )
           {
           if (  !(  bcnt&3 ) )
           S_StartSound(  0,   sfx_pistol );
          
           stillticking = false;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  !playeringame[i] )
           continue;
          
           cnt_secret[i] += 2;
          
           if (  cnt_secret[i] >= (  plrs[i].ssecret * 100 ) / wbs->maxsecret )
           cnt_secret[i] = (  plrs[i].ssecret * 100 ) / wbs->maxsecret;
           else
           stillticking = true;
           }
          
           if (  !stillticking )
           {
           S_StartSound(  0,   sfx_barexp );
           ng_state += 1 + 2*!dofrags;
           }
           }
           else if (  ng_state == 8 )
           {
           if (  !(  bcnt&3 ) )
           S_StartSound(  0,   sfx_pistol );
          
           stillticking = false;
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  !playeringame[i] )
           continue;
          
           cnt_frags[i] += 1;
          
           if (  cnt_frags[i] >= (  fsum = WI_fragSum(  i ) ) )
           cnt_frags[i] = fsum;
           else
           stillticking = true;
           }
          
           if (  !stillticking )
           {
           S_StartSound(  0,   sfx_pldeth );
           ng_state++;
           }
           }
           else if (  ng_state == 10 )
           {
           if (  acceleratestage )
           {
           S_StartSound(  0,   sfx_sgcock );
           if (   gamemode == commercial  )
           WI_initNoState(   );
           else
           WI_initShowNextLoc(   );
           }
           }
           else if (  ng_state & 1 )
           {
           if (  !--cnt_pause )
           {
           ng_state++;
           cnt_pause = TICRATE;
           }
           }
          }
          
          
          
    1261  void WI_drawNetgameStats(  void )
          {
           int i;
           int x;
           int y;
           int pwidth = SHORT(  percent->width );
          
           WI_slamBackground(   );
          
           // draw animated background
           WI_drawAnimatedBack(   );
          
           WI_drawLF(   );
          
           // draw stat titles (  top line )
           V_DrawPatch(  NG_STATSX+NG_SPACINGX-SHORT(  kills->width ),  
           NG_STATSY,   FB,   kills );
          
           V_DrawPatch(  NG_STATSX+2*NG_SPACINGX-SHORT(  items->width ),  
           NG_STATSY,   FB,   items );
          
           V_DrawPatch(  NG_STATSX+3*NG_SPACINGX-SHORT(  secret->width ),  
           NG_STATSY,   FB,   secret );
          
           if (  dofrags )
           V_DrawPatch(  NG_STATSX+4*NG_SPACINGX-SHORT(  frags->width ),  
           NG_STATSY,   FB,   frags );
          
           // draw stats
           y = NG_STATSY + SHORT(  kills->height );
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           if (  !playeringame[i] )
           continue;
          
           x = NG_STATSX;
           V_DrawPatch(  x-SHORT(  p[i]->width ),   y,   FB,   p[i] );
          
           if (  i == me )
           V_DrawPatch(  x-SHORT(  p[i]->width ),   y,   FB,   star );
          
           x += NG_SPACINGX;
           WI_drawPercent(  x-pwidth,   y+10,   cnt_kills[i] ); x += NG_SPACINGX;
           WI_drawPercent(  x-pwidth,   y+10,   cnt_items[i] ); x += NG_SPACINGX;
           WI_drawPercent(  x-pwidth,   y+10,   cnt_secret[i] ); x += NG_SPACINGX;
          
           if (  dofrags )
           WI_drawNum(  x,   y+10,   cnt_frags[i],   -1 );
          
           y += WI_SPACINGY;
           }
          
          }
          
          static int sp_state;
          
    1318  void WI_initStats(  void )
          {
           state = StatCount;
           acceleratestage = 0;
           sp_state = 1;
           cnt_kills[0] = cnt_items[0] = cnt_secret[0] = -1;
           cnt_time = cnt_par = -1;
           cnt_pause = TICRATE;
          
           WI_initAnimatedBack(   );
          }
          
    1330  void WI_updateStats(  void )
          {
          
           WI_updateAnimatedBack(   );
          
           if (  acceleratestage && sp_state != 10 )
           {
           acceleratestage = 0;
           cnt_kills[0] = (  plrs[me].skills * 100 ) / wbs->maxkills;
           cnt_items[0] = (  plrs[me].sitems * 100 ) / wbs->maxitems;
           cnt_secret[0] = (  plrs[me].ssecret * 100 ) / wbs->maxsecret;
           cnt_time = plrs[me].stime / TICRATE;
           cnt_par = wbs->partime / TICRATE;
           S_StartSound(  0,   sfx_barexp );
           sp_state = 10;
           }
          
           if (  sp_state == 2 )
           {
           cnt_kills[0] += 2;
          
           if (  !(  bcnt&3 ) )
           S_StartSound(  0,   sfx_pistol );
          
           if (  cnt_kills[0] >= (  plrs[me].skills * 100 ) / wbs->maxkills )
           {
           cnt_kills[0] = (  plrs[me].skills * 100 ) / wbs->maxkills;
           S_StartSound(  0,   sfx_barexp );
           sp_state++;
           }
           }
           else if (  sp_state == 4 )
           {
           cnt_items[0] += 2;
          
           if (  !(  bcnt&3 ) )
           S_StartSound(  0,   sfx_pistol );
          
           if (  cnt_items[0] >= (  plrs[me].sitems * 100 ) / wbs->maxitems )
           {
           cnt_items[0] = (  plrs[me].sitems * 100 ) / wbs->maxitems;
           S_StartSound(  0,   sfx_barexp );
           sp_state++;
           }
           }
           else if (  sp_state == 6 )
           {
           cnt_secret[0] += 2;
          
           if (  !(  bcnt&3 ) )
           S_StartSound(  0,   sfx_pistol );
          
           if (  cnt_secret[0] >= (  plrs[me].ssecret * 100 ) / wbs->maxsecret )
           {
           cnt_secret[0] = (  plrs[me].ssecret * 100 ) / wbs->maxsecret;
           S_StartSound(  0,   sfx_barexp );
           sp_state++;
           }
           }
          
           else if (  sp_state == 8 )
           {
           if (  !(  bcnt&3 ) )
           S_StartSound(  0,   sfx_pistol );
          
           cnt_time += 3;
          
           if (  cnt_time >= plrs[me].stime / TICRATE )
           cnt_time = plrs[me].stime / TICRATE;
          
           cnt_par += 3;
          
           if (  cnt_par >= wbs->partime / TICRATE )
           {
           cnt_par = wbs->partime / TICRATE;
          
           if (  cnt_time >= plrs[me].stime / TICRATE )
           {
           S_StartSound(  0,   sfx_barexp );
           sp_state++;
           }
           }
           }
           else if (  sp_state == 10 )
           {
           if (  acceleratestage )
           {
           S_StartSound(  0,   sfx_sgcock );
          
           if (  gamemode == commercial )
           WI_initNoState(   );
           else
           WI_initShowNextLoc(   );
           }
           }
           else if (  sp_state & 1 )
           {
           if (  !--cnt_pause )
           {
           sp_state++;
           cnt_pause = TICRATE;
           }
           }
          
          }
          
    1436  void WI_drawStats(  void )
          {
           // line height
           int lh;
          
           lh = (  3*SHORT(  num[0]->height ) )/2;
          
           WI_slamBackground(   );
          
           // draw animated background
           WI_drawAnimatedBack(   );
          
           WI_drawLF(   );
          
           V_DrawPatch(  SP_STATSX,   SP_STATSY,   FB,   kills );
           WI_drawPercent(  SCREENWIDTH - SP_STATSX,   SP_STATSY,   cnt_kills[0] );
          
           V_DrawPatch(  SP_STATSX,   SP_STATSY+lh,   FB,   items );
           WI_drawPercent(  SCREENWIDTH - SP_STATSX,   SP_STATSY+lh,   cnt_items[0] );
          
           V_DrawPatch(  SP_STATSX,   SP_STATSY+2*lh,   FB,   sp_secret );
           WI_drawPercent(  SCREENWIDTH - SP_STATSX,   SP_STATSY+2*lh,   cnt_secret[0] );
          
           V_DrawPatch(  SP_TIMEX,   SP_TIMEY,   FB,   time );
           WI_drawTime(  SCREENWIDTH/2 - SP_TIMEX,   SP_TIMEY,   cnt_time );
          
           if (  wbs->epsd < 3 )
           {
           V_DrawPatch(  SCREENWIDTH/2 + SP_TIMEX,   SP_TIMEY,   FB,   par );
           WI_drawTime(  SCREENWIDTH - SP_TIMEX,   SP_TIMEY,   cnt_par );
           }
          
          }
          
    1470  void WI_checkForAccelerate(  void )
          {
           int i;
           player_t *player;
          
           // check for button presses to skip delays
           for (  i=0,   player = players ; i<MAXPLAYERS ; i++,   player++ )
           {
           if (  playeringame[i] )
           {
           if (  player->cmd.buttons & BT_ATTACK )
           {
           if (  !player->attackdown )
           acceleratestage = 1;
           player->attackdown = true;
           }
           else
           player->attackdown = false;
           if (  player->cmd.buttons & BT_USE )
           {
           if (  !player->usedown )
           acceleratestage = 1;
           player->usedown = true;
           }
           else
           player->usedown = false;
           }
           }
          }
          
          
          
          // Updates stuff each tick
    1503  void WI_Ticker(  void )
          {
           // counter for general background animation
           bcnt++;
          
           if (  bcnt == 1 )
           {
           // intermission music
           if (   gamemode == commercial  )
           S_ChangeMusic(  mus_dm2int,   true );
           else
           S_ChangeMusic(  mus_inter,   true );
           }
          
           WI_checkForAccelerate(   );
          
           switch (  state )
           {
           case StatCount:
           if (  deathmatch ) WI_updateDeathmatchStats(   );
           else if (  netgame ) WI_updateNetgameStats(   );
           else WI_updateStats(   );
           break;
          
           case ShowNextLoc:
           WI_updateShowNextLoc(   );
           break;
          
           case NoState:
           WI_updateNoState(   );
           break;
           }
          
          }
          
    1538  void WI_loadData(  void )
          {
           int i;
           int j;
           char name[9];
           anim_t* a;
          
           if (  gamemode == commercial )
           strcpy(  name,   "INTERPIC" );
           else
           sprintf(  name,   "WIMAP%d",   wbs->epsd );
          
           if (   gamemode == retail  )
           {
           if (  wbs->epsd == 3 )
           strcpy(  name,  "INTERPIC" );
           }
          
           // background
           bg = W_CacheLumpName(  name,   PU_CACHE );
           V_DrawPatch(  0,   0,   1,   bg );
          
          
           // UNUSED unsigned char *pic = screens[1];
           // if (  gamemode == commercial )
           // {
           // darken the background image
           // while (  pic != screens[1] + SCREENHEIGHT*SCREENWIDTH )
           // {
           // *pic = colormaps[256*25 + *pic];
           // pic++;
           // }
           //}
          
           if (  gamemode == commercial )
           {
           NUMCMAPS = 32;
           lnames = (  patch_t ** ) Z_Malloc(  sizeof(  patch_t* ) * NUMCMAPS,  
           PU_STATIC,   0 );
           for (  i=0 ; i<NUMCMAPS ; i++ )
           {
           sprintf(  name,   "CWILV%2.2d",   i );
           lnames[i] = W_CacheLumpName(  name,   PU_STATIC );
           }
           }
           else
           {
           lnames = (  patch_t ** ) Z_Malloc(  sizeof(  patch_t* ) * NUMMAPS,  
           PU_STATIC,   0 );
           for (  i=0 ; i<NUMMAPS ; i++ )
           {
           sprintf(  name,   "WILV%d%d",   wbs->epsd,   i );
           lnames[i] = W_CacheLumpName(  name,   PU_STATIC );
           }
          
           // you are here
           yah[0] = W_CacheLumpName(  "WIURH0",   PU_STATIC );
          
           // you are here (  alt. )
           yah[1] = W_CacheLumpName(  "WIURH1",   PU_STATIC );
          
           // splat
           splat = W_CacheLumpName(  "WISPLAT",   PU_STATIC );
          
           if (  wbs->epsd < 3 )
           {
           for (  j=0;j<NUMANIMS[wbs->epsd];j++ )
           {
           a = &anims[wbs->epsd][j];
           for (  i=0;i<a->nanims;i++ )
           {
           // MONDO HACK!
           if (  wbs->epsd != 1 || j != 8 )
           {
           // animations
           sprintf(  name,   "WIA%d%.2d%.2d",   wbs->epsd,   j,   i );
           a->p[i] = W_CacheLumpName(  name,   PU_STATIC );
           }
           else
           {
           // HACK ALERT!
           a->p[i] = anims[1][4].p[i];
           }
           }
           }
           }
           }
          
           // More hacks on minus sign.
           wiminus = W_CacheLumpName(  "WIMINUS",   PU_STATIC );
          
           for (  i=0;i<10;i++ )
           {
           // numbers 0-9
           sprintf(  name,   "WINUM%d",   i );
           num[i] = W_CacheLumpName(  name,   PU_STATIC );
           }
          
           // percent sign
           percent = W_CacheLumpName(  "WIPCNT",   PU_STATIC );
          
           // "finished"
           finished = W_CacheLumpName(  "WIF",   PU_STATIC );
          
           // "entering"
           entering = W_CacheLumpName(  "WIENTER",   PU_STATIC );
          
           // "kills"
           kills = W_CacheLumpName(  "WIOSTK",   PU_STATIC );
          
           // "scrt"
           secret = W_CacheLumpName(  "WIOSTS",   PU_STATIC );
          
           // "secret"
           sp_secret = W_CacheLumpName(  "WISCRT2",   PU_STATIC );
          
           // Yuck.
           if (  french )
           {
           // "items"
           if (  netgame && !deathmatch )
           items = W_CacheLumpName(  "WIOBJ",   PU_STATIC );
           else
           items = W_CacheLumpName(  "WIOSTI",   PU_STATIC );
           } else
           items = W_CacheLumpName(  "WIOSTI",   PU_STATIC );
          
           // "frgs"
           frags = W_CacheLumpName(  "WIFRGS",   PU_STATIC );
          
           // ":"
           colon = W_CacheLumpName(  "WICOLON",   PU_STATIC );
          
           // "time"
           time = W_CacheLumpName(  "WITIME",   PU_STATIC );
          
           // "sucks"
           sucks = W_CacheLumpName(  "WISUCKS",   PU_STATIC );
          
           // "par"
           par = W_CacheLumpName(  "WIPAR",   PU_STATIC );
          
           // "killers" (  vertical )
           killers = W_CacheLumpName(  "WIKILRS",   PU_STATIC );
          
           // "victims" (  horiz )
           victims = W_CacheLumpName(  "WIVCTMS",   PU_STATIC );
          
           // "total"
           total = W_CacheLumpName(  "WIMSTT",   PU_STATIC );
          
           // your face
           star = W_CacheLumpName(  "STFST01",   PU_STATIC );
          
           // dead face
           bstar = W_CacheLumpName(  "STFDEAD0",   PU_STATIC );
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           {
           // "1,  2,  3,  4"
           sprintf(  name,   "STPB%d",   i );
           p[i] = W_CacheLumpName(  name,   PU_STATIC );
          
           // "1,  2,  3,  4"
           sprintf(  name,   "WIBP%d",   i+1 );
           bp[i] = W_CacheLumpName(  name,   PU_STATIC );
           }
          
          }
          
    1708  void WI_unloadData(  void )
          {
           int i;
           int j;
          
           Z_ChangeTag(  wiminus,   PU_CACHE );
          
           for (  i=0 ; i<10 ; i++ )
           Z_ChangeTag(  num[i],   PU_CACHE );
          
           if (  gamemode == commercial )
           {
           for (  i=0 ; i<NUMCMAPS ; i++ )
           Z_ChangeTag(  lnames[i],   PU_CACHE );
           }
           else
           {
           Z_ChangeTag(  yah[0],   PU_CACHE );
           Z_ChangeTag(  yah[1],   PU_CACHE );
          
           Z_ChangeTag(  splat,   PU_CACHE );
          
           for (  i=0 ; i<NUMMAPS ; i++ )
           Z_ChangeTag(  lnames[i],   PU_CACHE );
          
           if (  wbs->epsd < 3 )
           {
           for (  j=0;j<NUMANIMS[wbs->epsd];j++ )
           {
           if (  wbs->epsd != 1 || j != 8 )
           for (  i=0;i<anims[wbs->epsd][j].nanims;i++ )
           Z_ChangeTag(  anims[wbs->epsd][j].p[i],   PU_CACHE );
           }
           }
           }
          
           Z_Free(  lnames );
          
           Z_ChangeTag(  percent,   PU_CACHE );
           Z_ChangeTag(  colon,   PU_CACHE );
           Z_ChangeTag(  finished,   PU_CACHE );
           Z_ChangeTag(  entering,   PU_CACHE );
           Z_ChangeTag(  kills,   PU_CACHE );
           Z_ChangeTag(  secret,   PU_CACHE );
           Z_ChangeTag(  sp_secret,   PU_CACHE );
           Z_ChangeTag(  items,   PU_CACHE );
           Z_ChangeTag(  frags,   PU_CACHE );
           Z_ChangeTag(  time,   PU_CACHE );
           Z_ChangeTag(  sucks,   PU_CACHE );
           Z_ChangeTag(  par,   PU_CACHE );
          
           Z_ChangeTag(  victims,   PU_CACHE );
           Z_ChangeTag(  killers,   PU_CACHE );
           Z_ChangeTag(  total,   PU_CACHE );
           // Z_ChangeTag(  star,   PU_CACHE );
           // Z_ChangeTag(  bstar,   PU_CACHE );
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           Z_ChangeTag(  p[i],   PU_CACHE );
          
           for (  i=0 ; i<MAXPLAYERS ; i++ )
           Z_ChangeTag(  bp[i],   PU_CACHE );
          }
          
    1772  void WI_Drawer (  void )
          {
           switch (  state )
           {
           case StatCount:
           if (  deathmatch )
           WI_drawDeathmatchStats(   );
           else if (  netgame )
           WI_drawNetgameStats(   );
           else
           WI_drawStats(   );
           break;
          
           case ShowNextLoc:
           WI_drawShowNextLoc(   );
           break;
          
           case NoState:
           WI_drawNoState(   );
           break;
           }
          }
          
          
    1796  void WI_initVariables(  wbstartstruct_t* wbstartstruct )
          {
          
           wbs = wbstartstruct;
          
          #ifdef RANGECHECKING
           if (  gamemode != commercial )
           {
           if (   gamemode == retail  )
           RNGCHECK(  wbs->epsd,   0,   3 );
           else
           RNGCHECK(  wbs->epsd,   0,   2 );
           }
           else
           {
           RNGCHECK(  wbs->last,   0,   8 );
           RNGCHECK(  wbs->next,   0,   8 );
           }
           RNGCHECK(  wbs->pnum,   0,   MAXPLAYERS );
           RNGCHECK(  wbs->pnum,   0,   MAXPLAYERS );
          #endif
          
           acceleratestage = 0;
           cnt = bcnt = 0;
           firstrefresh = 1;
           me = wbs->pnum;
           plrs = wbs->plyr;
          
           if (  !wbs->maxkills )
           wbs->maxkills = 1;
          
           if (  !wbs->maxitems )
           wbs->maxitems = 1;
          
           if (  !wbs->maxsecret )
           wbs->maxsecret = 1;
          
           if (   gamemode != retail  )
           if (  wbs->epsd > 2 )
           wbs->epsd -= 3;
          }
          
    1838  void WI_Start(  wbstartstruct_t* wbstartstruct )
          {
          
           WI_initVariables(  wbstartstruct );
           WI_loadData(   );
          
           if (  deathmatch )
           WI_initDeathmatchStats(   );
           else if (  netgame )
           WI_initNetgameStats(   );
           else
           WI_initStats(   );
          }

wi_stuff.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Intermission.
          //
          //-----------------------------------------------------------------------------
          
          #ifndef __WI_STUFF__
          #define __WI_STUFF__
          
          //#include "v_video.h"
          
          #include "doomdef.h"
          
          // States for the intermission
          
          typedef enum
          {
           NoState = -1,  
           StatCount,  
           ShowNextLoc
          
          } stateenum_t;
          
          // Called by main loop,   animate the intermission.
      40  void WI_Ticker (  void );
          
          // Called by main loop,  
          // draws the intermission directly into the screen buffer.
      44  void WI_Drawer (  void );
          
          // Setup for an intermission screen.
      47  void WI_Start(  wbstartstruct_t* wbstartstruct );
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------

z_zone.c

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // $Log:$
          //
          // DESCRIPTION:
          // Zone Memory Allocation. Neat.
          //
          //-----------------------------------------------------------------------------
          
          static const char
          rcsid[] = "$Id: z_zone.c,  v 1.4 1997/02/03 16:47:58 b1 Exp $";
          
          #include "z_zone.h"
          #include "i_system.h"
          #include "doomdef.h"
          
          
          //
          // ZONE MEMORY ALLOCATION
          //
          // There is never any space between memblocks,  
          // and there will never be two contiguous free memblocks.
          // The rover can be left pointing at a non-empty block.
          //
          // It is of no value to free a cachable block,  
          // because it will get overwritten automatically if needed.
          //
          
          #define ZONEID 0x1d4a11
          
          
          typedef struct
          {
           // total bytes malloced,   including header
           int size;
          
           // start / end cap for linked list
           memblock_t blocklist;
          
           memblock_t* rover;
          
          } memzone_t;
          
          
          
          memzone_t* mainzone;
          
          
          
          //
          // Z_ClearZone
          //
      67  void Z_ClearZone (  memzone_t* zone )
          {
           memblock_t* block;
          
           // set the entire zone to one free block
           zone->blocklist.next =
           zone->blocklist.prev =
           block = (  memblock_t * )(   (  byte * )zone + sizeof(  memzone_t )  );
          
           zone->blocklist.user = (  void * )zone;
           zone->blocklist.tag = PU_STATIC;
           zone->rover = block;
          
           block->prev = block->next = &zone->blocklist;
          
           // NULL indicates a free block.
           block->user = NULL;
          
           block->size = zone->size - sizeof(  memzone_t );
          }
          
          
          
          //
          // Z_Init
          //
      93  void Z_Init (  void )
          {
           memblock_t* block;
           int size;
          
           mainzone = (  memzone_t * )I_ZoneBase (  &size );
           mainzone->size = size;
          
           // set the entire zone to one free block
           mainzone->blocklist.next =
           mainzone->blocklist.prev =
           block = (  memblock_t * )(   (  byte * )mainzone + sizeof(  memzone_t )  );
          
           mainzone->blocklist.user = (  void * )mainzone;
           mainzone->blocklist.tag = PU_STATIC;
           mainzone->rover = block;
          
           block->prev = block->next = &mainzone->blocklist;
          
           // NULL indicates a free block.
           block->user = NULL;
          
           block->size = mainzone->size - sizeof(  memzone_t );
          }
          
          
          //
          // Z_Free
          //
     122  void Z_Free (  void* ptr )
          {
           memblock_t* block;
           memblock_t* other;
          
           block = (  memblock_t * ) (   (  byte * )ptr - sizeof(  memblock_t ) );
          
           if (  block->id != ZONEID )
           I_Error (  "Z_Free: freed a pointer without ZONEID" );
          
           if (  block->user > (  void ** )0x100 )
           {
           // smaller values are not pointers
           // Note: OS-dependend?
          
           // clear the user's mark
           *block->user = 0;
           }
          
           // mark as free
           block->user = NULL;
           block->tag = 0;
           block->id = 0;
          
           other = block->prev;
          
           if (  !other->user )
           {
           // merge with previous free block
           other->size += block->size;
           other->next = block->next;
           other->next->prev = other;
          
           if (  block == mainzone->rover )
           mainzone->rover = other;
          
           block = other;
           }
          
           other = block->next;
           if (  !other->user )
           {
           // merge the next free block onto the end
           block->size += other->size;
           block->next = other->next;
           block->next->prev = block;
          
           if (  other == mainzone->rover )
           mainzone->rover = block;
           }
          }
          
          
          
          //
          // Z_Malloc
          // You can pass a NULL user if the tag is < PU_PURGELEVEL.
          //
          #define MINFRAGMENT 64
          
          
          void*
     184  Z_Malloc
          (   int size,  
           int tag,  
           void* user  )
          {
           int extra;
           memblock_t* start;
           memblock_t* rover;
           memblock_t* newblock;
           memblock_t* base;
          
           size = (  size + 3 ) & ~3;
          
           // scan through the block list,  
           // looking for the first free block
           // of sufficient size,  
           // throwing out any purgable blocks along the way.
          
           // account for size of block header
           size += sizeof(  memblock_t );
          
           // if there is a free block behind the rover,  
           // back up over them
           base = mainzone->rover;
          
           if (  !base->prev->user )
           base = base->prev;
          
           rover = base;
           start = base->prev;
          
           do
           {
           if (  rover == start )
           {
           // scanned all the way around the list
           I_Error (  "Z_Malloc: failed on allocation of %i bytes",   size );
           }
          
           if (  rover->user )
           {
           if (  rover->tag < PU_PURGELEVEL )
           {
           // hit a block that can't be purged,  
           // so move base past it
           base = rover = rover->next;
           }
           else
           {
           // free the rover block (  adding the size to base )
          
           // the rover can be the base block
           base = base->prev;
           Z_Free (  (  byte * )rover+sizeof(  memblock_t ) );
           base = base->next;
           rover = base->next;
           }
           }
           else
           rover = rover->next;
           } while (  base->user || base->size < size );
          
          
           // found a block big enough
           extra = base->size - size;
          
           if (  extra > MINFRAGMENT )
           {
           // there will be a free fragment after the allocated block
           newblock = (  memblock_t * ) (  (  byte * )base + size  );
           newblock->size = extra;
          
           // NULL indicates free block.
           newblock->user = NULL;
           newblock->tag = 0;
           newblock->prev = base;
           newblock->next = base->next;
           newblock->next->prev = newblock;
          
           base->next = newblock;
           base->size = size;
           }
          
           if (  user )
           {
           // mark as an in use block
           base->user = user;
           *(  void ** )user = (  void * ) (  (  byte * )base + sizeof(  memblock_t ) );
           }
           else
           {
           if (  tag >= PU_PURGELEVEL )
           I_Error (  "Z_Malloc: an owner is required for purgable blocks" );
          
           // mark as in use,   but unowned
           base->user = (  void * )2;
           }
           base->tag = tag;
          
           // next allocation will start looking here
           mainzone->rover = base->next;
          
           base->id = ZONEID;
          
           return (  void * ) (  (  byte * )base + sizeof(  memblock_t ) );
          }
          
          
          
          //
          // Z_FreeTags
          //
          void
     297  Z_FreeTags
          (   int lowtag,  
           int hightag  )
          {
           memblock_t* block;
           memblock_t* next;
          
           for (  block = mainzone->blocklist.next ;
           block != &mainzone->blocklist ;
           block = next )
           {
           // get link before freeing
           next = block->next;
          
           // free block?
           if (  !block->user )
           continue;
          
           if (  block->tag >= lowtag && block->tag <= hightag )
           Z_Free (   (  byte * )block+sizeof(  memblock_t ) );
           }
          }
          
          
          
          //
          // Z_DumpHeap
          // Note: TFileDumpHeap(   stdout  ) ?
          //
          void
     327  Z_DumpHeap
          (   int lowtag,  
           int hightag  )
          {
           memblock_t* block;
          
           printf (  "zone size: %i location: %p\n",  
           mainzone->size,  mainzone );
          
           printf (  "tag range: %i to %i\n",  
           lowtag,   hightag );
          
           for (  block = mainzone->blocklist.next ; ; block = block->next )
           {
           if (  block->tag >= lowtag && block->tag <= hightag )
           printf (  "block:%p size:%7i user:%p tag:%3i\n",  
           block,   block->size,   block->user,   block->tag );
          
           if (  block->next == &mainzone->blocklist )
           {
           // all blocks have been hit
           break;
           }
          
           if (   (  byte * )block + block->size != (  byte * )block->next )
           printf (  "ERROR: block size does not touch the next block\n" );
          
           if (   block->next->prev != block )
           printf (  "ERROR: next block doesn't have proper back link\n" );
          
           if (  !block->user && !block->next->user )
           printf (  "ERROR: two consecutive free blocks\n" );
           }
          }
          
          
          //
          // Z_FileDumpHeap
          //
     366  void Z_FileDumpHeap (  FILE* f )
          {
           memblock_t* block;
          
           fprintf (  f,  "zone size: %i location: %p\n",  mainzone->size,  mainzone );
          
           for (  block = mainzone->blocklist.next ; ; block = block->next )
           {
           fprintf (  f,  "block:%p size:%7i user:%p tag:%3i\n",  
           block,   block->size,   block->user,   block->tag );
          
           if (  block->next == &mainzone->blocklist )
           {
           // all blocks have been hit
           break;
           }
          
           if (   (  byte * )block + block->size != (  byte * )block->next )
           fprintf (  f,  "ERROR: block size does not touch the next block\n" );
          
           if (   block->next->prev != block )
           fprintf (  f,  "ERROR: next block doesn't have proper back link\n" );
          
           if (  !block->user && !block->next->user )
           fprintf (  f,  "ERROR: two consecutive free blocks\n" );
           }
          }
          
          
          
          //
          // Z_CheckHeap
          //
     399  void Z_CheckHeap (  void )
          {
           memblock_t* block;
          
           for (  block = mainzone->blocklist.next ; ; block = block->next )
           {
           if (  block->next == &mainzone->blocklist )
           {
           // all blocks have been hit
           break;
           }
          
           if (   (  byte * )block + block->size != (  byte * )block->next )
           I_Error (  "Z_CheckHeap: block size does not touch the next block\n" );
          
           if (   block->next->prev != block )
           I_Error (  "Z_CheckHeap: next block doesn't have proper back link\n" );
          
           if (  !block->user && !block->next->user )
           I_Error (  "Z_CheckHeap: two consecutive free blocks\n" );
           }
          }
          
          
          
          
          //
          // Z_ChangeTag
          //
          void
     429  Z_ChangeTag2
          (   void* ptr,  
           int tag  )
          {
           memblock_t* block;
          
           block = (  memblock_t * ) (   (  byte * )ptr - sizeof(  memblock_t ) );
          
           if (  block->id != ZONEID )
           I_Error (  "Z_ChangeTag: freed a pointer without ZONEID" );
          
           if (  tag >= PU_PURGELEVEL && (  unsigned )block->user < 0x100 )
           I_Error (  "Z_ChangeTag: an owner is required for purgable blocks" );
          
           block->tag = tag;
          }
          
          
          
          //
          // Z_FreeMemory
          //
     451  int Z_FreeMemory (  void )
          {
           memblock_t* block;
           int free;
          
           free = 0;
          
           for (  block = mainzone->blocklist.next ;
           block != &mainzone->blocklist;
           block = block->next )
           {
           if (  !block->user || block->tag >= PU_PURGELEVEL )
           free += block->size;
           }
           return free;
          }
          

z_zone.h

       1  // Emacs style mode select -*- C++ -*-
          //-----------------------------------------------------------------------------
          //
          // $Id:$
          //
          // Copyright (  C ) 1993-1996 by id Software,   Inc.
          //
          // This source is available for distribution and/or modification
          // only under the terms of the DOOM Source Code License as
          // published by id Software. All rights reserved.
          //
          // The source is distributed in the hope that it will be useful,  
          // but WITHOUT ANY WARRANTY; without even the implied warranty of
          // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
          // for more details.
          //
          // DESCRIPTION:
          // Zone Memory Allocation,   perhaps NeXT ObjectiveC inspired.
          // Remark: this was the only stuff that,   according
          // to John Carmack,   might have been useful for
          // Quake.
          //
          //---------------------------------------------------------------------
          
          
          
          #ifndef __Z_ZONE__
          #define __Z_ZONE__
          
          #include <stdio.h>
          
          //
          // ZONE MEMORY
          // PU - purge tags.
          // Tags < 100 are not overwritten until freed.
          #define PU_STATIC 1 // static entire execution time
          #define PU_SOUND 2 // static while playing
          #define PU_MUSIC 3 // static while playing
          #define PU_DAVE 4 // anything else Dave wants static
          #define PU_LEVEL 50 // static until level exited
          #define PU_LEVSPEC 51 // a special thinker in a level
          // Tags >= 100 are purgable whenever needed.
          #define PU_PURGELEVEL 100
          #define PU_CACHE 101
          
          
      47  void Z_Init (  void );
      48  void* Z_Malloc (  int size,   int tag,   void *ptr );
      49  void Z_Free (  void *ptr );
      50  void Z_FreeTags (  int lowtag,   int hightag );
      51  void Z_DumpHeap (  int lowtag,   int hightag );
      52  void Z_FileDumpHeap (  FILE *f );
      53  void Z_CheckHeap (  void );
      54  void Z_ChangeTag2 (  void *ptr,   int tag );
      55  int Z_FreeMemory (  void );
          
          
          typedef struct memblock_s
          {
           int size; // including the header and possibly tiny fragments
           void** user; // NULL if a free block
           int tag; // purgelevel
           int id; // should be ZONEID
           struct memblock_s* next;
           struct memblock_s* prev;
          } memblock_t;
          
          //
          // This is used to get the local FILE:LINE info from CPP
          // prior to really call the function in question.
          //
          #define Z_ChangeTag(  p,  t ) \
          { \
           if (  (   (  memblock_t * )(   (  byte * )(  p ) - sizeof(  memblock_t ) ) )->id!=0x1d4a11 ) \
           I_Error(  "Z_CT at "__FILE__":%i",  __LINE__ ); \
           Z_ChangeTag2(  p,  t ); \
          };
          
          
          
          #endif
          //-----------------------------------------------------------------------------
          //
          // $Log:$
          //
          //-----------------------------------------------------------------------------